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Kev_uk
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Supply explanations needed PLEASE!

Mon May 09, 2016 7:05 pm

Ok, I play on hard supply, you have to in a game like this. But...limited amount of Depots really hampers the whole invasion of Prussia thing (not modded playthrough). I mean, 75% military control, and I usually build Depots three or four regions apart, and when I run out? What then? It seems as if supply does not flow, even if the area is green. I usually have to use two backup Corps to keep the control level open. Running out of Depot RGDs is PAIN. How do you other players cope with that, what are your strategies?

veji1
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Mon May 09, 2016 7:27 pm

Kev_uk wrote:Ok, I play on hard supply, you have to in a game like this. But...limited amount of Depots really hampers the whole invasion of Prussia thing (not modded playthrough). I mean, 75% military control, and I usually build Depots three or four regions apart, and when I run out? What then? It seems as if supply does not flow, even if the area is green. I usually have to use two backup Corps to keep the control level open. Running out of Depot RGDs is PAIN. How do you other players cope with that, what are your strategies?


To invade Prussia you need to :
- Build supply depots EVERY SECOND PROVINCE through Berg/Hessen to Hannover and the border of Prussia.
- Build supply depots every second province throughout Saxony and never occupy Dresden or Leipzing, otherwise Saxony switches sides and you can't be sure your supply would then travel through out the depots in their territory. Alternatively the best course of action regarding Saxony might be not build many supply depots, just a few, so that you still have provinces free of Saxon depots where to build your depots once they switch sides.

Really you have to supply depot spam, no other solution, and without the patch change that allowed the building of supply depots on allies' territories you were completely screwed..

Oh and btw I never use the depot RGDs, I don't know why they exist, I just use the build depot order in the "building" order panel of units. All you need is a supply wagon unit ! many of those captured supply wagons are used to do this with light cav brigades as escorts !

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Kev_uk
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Mon May 09, 2016 8:23 pm

Interesting. Thanks. Yes, I was using the RGDs...then you run out. Thanks, good advice.

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Captain_Orso
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Tue May 10, 2016 8:29 am

In friendly foreign owned regions you must have Supply Rights to build a depot. In enemy owned regions you must have >=25% MC. You also need a >=25% MC in enemy regions for supply to pass through those region.

To build a depot without an RGD you need a Supply Unit. Simply click the Build Depot SO (Special Orders) button. You may have to put the Supply Unit in its own stack, but try with it in the main stack first. If it is allowed, the Build Depot button will be active (lit up).

BTW every stack moving away from a depot for more than one turn needs a Supply Unity. The larger the stack, the more Supply Units.
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Kev_uk
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Tue May 10, 2016 6:03 pm

Thanks for the advice. One more thing that is new to this game I have not seen in the Ageod games I have played before (using RGDs for supply was a mistake on my part), what do Supply Depots do? I mean, I have had them appear from capturing cities and things, but on one occasion I had a depot at Danzig but my Corps were still unsupplied? How do they work? I usually combine them with the fortress arty units and stick them in the city. Is that wrong? Thanks.

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Captain_Orso
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Tue May 10, 2016 11:58 pm

Depots pull supplies from other supply sources, other depots generally, but also large cities. The larger the depot, the more pull it will have and the more supply it store. I'm not sure at the moment if depots in large cities pull even more, but large cities can produce a lot of supplies, so if they have a depot, they will tend to have more supplies in them.

If there were no units on the map, all cities were of the same size, and all depots the same level, basically supplies would spread fairly evenly among all depots.

Units in a depot region automatically replenish their carried supplies from the supplies in the region, especially if they have to fill empty supply units. This causes the depot to pull more supplies from other nearby depots and can increase the amount of supplies the region stores. Depots without a large force in the region will generally simply pass supplies along.

Supply is moved at the start of each turn before any orders you have issued are carried out. First all structures produce supplies. Then in 3 phases supplies are pulled by the depots requiring replenishment. Each supply phase allows supplies to be pulled as far as a lone supply unit could be moved during one turn. This is why depots must not be too far apart, especially considering how movement is reduced during winter and poor weather. Supplies can also be pulled along waterways, actually quite far, which makes owning cities with harbors and depots very important.

The difficulty in WON is that you cannot build depots in foreign-friendly regions already containing a structure--cities generally. You can however build them in open regions. This should allow you to build chains of depots through nations where you have supply rights and on into regions you've captured from an enemy nation, where you have =>25% MC. For supplies to pass through a region, either your nation, or a nation which has given you supply rights, must have =>25% MC.

In friendly nations, where you have supply rights, you will also pull supplies from their depots, but only as much as they contain, and small nations will not produce so very much on supplies. But large nations can a large portion of an allied nation's expeditionary forces in supply. For example, Austria supplying a Russian force. So having a chain of depots starting from reliable supply sources through smaller nations, which have given you supply rights, is necessary, generally your own nation, but also possibly from a large allied nation.

Hope this helps.
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veji1
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Wed May 11, 2016 8:45 am

Kev_uk wrote:Thanks for the advice. One more thing that is new to this game I have not seen in the Ageod games I have played before (using RGDs for supply was a mistake on my part), what do Supply Depots do? I mean, I have had them appear from capturing cities and things, but on one occasion I had a depot at Danzig but my Corps were still unsupplied? How do they work? I usually combine them with the fortress arty units and stick them in the city. Is that wrong? Thanks.


The depot "unit" is basically a massive supply wagon that you can't move, it isn't a depot in the supply network sense. It is basically a stock of supply that would allow a unit to sustain a siege if the place they are in were to be cut off from the supply network.

Candinho
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Wed May 11, 2016 9:23 am

What means RGD?

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Ebbingford
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Wed May 11, 2016 10:02 am

RGD=Regional Decision
"Umbrellas will not be opened in the presence of the enemy." Duke of Wellington before the Battle of Waterloo, 1815.

"Top hats will not be worn in the Eighth Army" Field-Marshal Viscount Montgomery of Alamein K.G.


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Sruba
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Mon May 16, 2016 12:24 pm

veji1 wrote: Oh and btw I never use the depot RGDs, I don't know why they exist, I just use the build depot order in the "building" order panel of units. All you need is a supply wagon unit ! many of those captured supply wagons are used to do this with light cav brigades as escorts !


Btw. I want to make sure if I'm using supply depots construction strategy correctly.

RGD depots are better, since their are cheaper (they consume less conscripts and money than supply wagon) and still develppe a ladnd + 3 points.
So it's still better to spam RGD's and start using suply wagons when you run out of RGS's or you dont have time (RGD take 3 turns) ?

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Kev_uk
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Mon May 16, 2016 2:39 pm

Something I have noticed re: Supply Depots (the unmovable ones you usually capture in cities), is that if you have an out of supply unit, if you stick the depot in the unsupplied stack, then it immediately takes supply from the stationary depot. Otherwise I have noticed in my current game stuck in Poland during winter then it does not appear to draw supply from the depot? A turn later with that depot in the stack then it pulls the supply.

Just thought I would state that observation.

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Captain_Orso
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Mon May 16, 2016 3:28 pm

To build a Depot with a Supply Unit is different than it states in the manual; you only have to have one Supply Unit present, and it is not consumed by building a Depot.

[INDENT]That the Supply Unit is not consumed may be a bug, but I've heard nothing about it.[/INDENT]

If in a region where you have Supply Rights, I think the owner giving you Supply Rights must have at least 25% MC in the region. In a region you own, or owned by an enemy, you must have at least 25% MC.

According to the structure file for Depots, using a Supply Unit to build a Depot costs 10 money and takes 13 days; there are no other costs given. AFAIK whether you use a Supply Unit or an RGD to build a Depot, it will take 13 days.

It use an RGD to build a Depot, you need at least 75% MC, which means, never in a friendly region where you only have Supply Rights, because you can never have MC there, unless an enemy captures it first and you recapture it, in which case, you will be able to gain MC in the region. Also, it costs 300 money and 5 conscript points to play the RGD.

If you want to develop a region, a Depot is a poor choice. The Develop Territory RGD costs 50 money, and gains 20 loyalty for you, gives you 1 VP, and increases development by 10--not 3 as with the Depot RGD--, but takes 5 turns until it has completed, and you need 90 MC first.

One thing to note on Depots in foreign territory. If you capture[SUP]1)[/SUP] a region from an enemy, which is owned by the enemy or an ally, and you build a Depot there, when the war ends, the region will revert to 100% MC of the owning faction, including the region's owning faction gaining ownership of the Depot, which means it will no longer push your supplies through the region.

[SUP]1)[/SUP] To capture a region you must be the last faction to have a non-support, combat unit (eg. some form of infantry or cavalry), which is not in PP (Passive Posture), in a region, where there are no enemy, non-support, combat unitsm which are not in PP. Capturing is not having >= 50 MC, although in most cases MC is more important.
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