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Age of History 3
Mirolit

More complex mechanics of supply and replacement of losses

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I think the supply should be redesigned so that the player really needs to worry about it. Supply should affect the range of units, their replenishment rate, movement speed, etc. At the same time, it should depend on factors such as landscape, technology, and unit types

In real history, armies have been dependent on wagons for centuries: neither infantry, nor cavalry, nor even artillery could leave the main route of the army for a long time, while the convoy did not always keep up with the advanced detachments. The units left without supplies could be destroyed very quickly. But the introduction of hiking backpacks in the 19th century improved the situation: armies were able to move independently over long distances, and in the case of encirclement, soldiers had a certain supply of supplies for a while. In the 20th century, an air support strategy appeared, which allowed the besieged troops to hold the line for months. I think it's worth adding separate technologies for supply: with initial technologies, armies will suffer heavy losses from exhaustion if supplies are disrupted, and the encircled army will be destroyed very quickly. Later technologies will improve supplies, and the encircled armies will have some time during which they will not lose combat capability. The latest technology will allow encircled armies to resist for a long time, which will force the enemy to allocate separate troops to maintain the blockade (as it was in real world wars).

Similarly, it's worth creating technologies that accelerate the recovery of unit losses after a battle.

 

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