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SUPPLY: Distance, production and the weather


Guest Joe98
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Guest Joe98

Game engine: NEW

Synopsis: Supply is influenced by the rate of production, distance, terrain and the weather.

Each hex must be able to trace a line of supply, free from enemy ZOC, to the capital of a major friendly country or the capital of a minor friendly country.

Each type of terrain has a supply penalty. Clear terrain might have a supply penalty of 1. Rough terrain might have a supply penalty of 2. Other terrain types would have different penalties again.

If a hex had a road or rail through it the supply penalty remains at 1.

The weather also adds supply penalties to each hex (see separate post on the weather)

The computer adds all the supply penalties from a capital to the hex in question. If the penalties total less than or equal to 100 the hex is in supply. If the penalties exceed 100 the hex is out of supply.

At this point we have accounted for terrain, distance and the weather. The 4th factor is the rate of production (discussed in a separate post).

Example: The supply penalties total 120 and the hex is out of supply.

If the rate of production is 100% then 120 / 1.00 = 120 and the hex is out of supply

If the rate of production is 120% then 120 / 1.20 = 100 and the hex is in supply

If the rate of production is 150% then 120 / 1.50 = 80 and the hex is in supply

If the rate of production is 200% then 120 / 2.00 = 60 and the hex is in supply

And therefore the rate of production has an effect on supply.

Supply across an ocean is discussed in a separate post.

CONS: The computer has to calculate supply for every hex and the calculation could slow down the game.

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