In my latest blog post, I delve into the intricacies of the supply system implemented in our game. This system is fundamental to our gameplay, as it dictates the logistics of resource management for military units. Here’s an overview of how it works.
Units in the game consume resources in various ways. Some resources are depleted simply by the presence of the unit, while others are consumed during movement or combat.
Units request supplies based on their consumption. For example, a unit needing 1M liters of fuel, 7K rations, 4K spare parts, and 4 units of ammunition would request a total of 25 supply units from the depot, considering a fuel multiplier of 10. Units have a capacity and a will/wish to self-supply for up to three turns (or 3 weeks).
Units request supplies from their Headquarters (HQ), which in turn requests supplies from depots. Depots vary in size: small (150 units), medium (200 units), and large (300 units). HQs manage supplies not just for their units but also for directly subordinate battalions like artillery and engineers.

Players can strategically place depots. The game calculates optimal routes to the nearest city, ensuring a clear path from the depot to the capital at the round’s start. The depot-city distance impacts how many supplies can be transported.
The efficiency of supply transportation is affected by terrain and other gameplay elements:
This system adds a layer of strategic depth to our game, as players must consider not just combat tactics but also the logistics of keeping their forces supplied and ready for action.