Town: A town is a small city (Level 1 to 3). It is too small to
be able to forward Supply during the Supply Distribution phase
unless a Depot has been built in the town.
Depot: It can be built at a cost of two Supply Wagons or by two
transports ships if a harbor or anchorage is in the region. They can
also be destroyed. Depots are able to stockpile and pass on Supply
during the Supply Distribution phase. A good network of Depots is
critical to move Supply from your rear areas to the front. presence
of a depot inside a city is indicated by tents and cannon balls.
Important Note: This is not only true for the Union, which produces massive
amounts of Supplies far from the front, but also for the Confederates to a lesser
extent. Evaluate the potential bottlenecks in your Supply network by checking
which rear-area cities stockpile too much Supply that should be available at the
front line (the Supply Filter will help you with that). Create a ‘grid’ of Depots to
alleviate the problem, and watch out for towns (Level 1 to 3 cities) which can’t
push Supplies forward unless they contain a Depot.
Pre-War Fort: These brick structures were built before war
broke out and are rather obsolete....They interfere with enemy
movement and also provide some Supply.
Ports: ports provide Supply unless blockaded.
supply sources
The basic amounts generated are as follows:
Structure General Supply/Level Ammunition/Level
City 6 0
Depot 4 1
Harbor 3 1
Fort or Stockade 2 0
Indian village 1 0
supply dIsTrIbuTIon & depoTs
each structure and Unit in the game will “pull” a certain amount of Supply each
turn. This occurs during the Hosting phase. Supply sources will strive to distribute
their Supply surplus to nearby structures and Units that need it. This will trigger a
chain reaction, with Supply being forwarded from one structure to another until it
reaches the farthest Units/structures. This process is automated and conducted in
three consecutive “push” steps taking many parameters into account.
The amount of Supply that can transit through a structure is roughly proportional
to its production Capacity (see above) and the distance covered by your abstracted
Supply columns during each step can range from one to five regions depending on:
•
Terrain
•
Weather
•
enemy presence
•
Rail Transport
•
River Transport
•
Sea Transport
you can directly check on the map how much General Supply/Ammunition is
stockpiled and where by using the Supply Filter (see chapter).
Note: Isolated Units – such as Units under siege – will begin to suffer from
starvation when their General Supply reserves are depleted.
Note: Controlling rivers and (to a lesser extent) railroads are strategically
important, as they allow you to transport great quantities of Supply and men
compared to overland Supply paths using roads.
Depots are very useful in optimizing your Supply lines. you can build them in critical
locations such as Supply bottlenecks or remote areas lacking other structures.
These will then act as transit points in order to bridge gaps in your Supply lines,
extend the reach of your Supply network and increase Supply throughput. A Depot
will attract and then push forward more Supplies than Level 1-14 cities. When the
Supply Filter is active, your Depots will pulsate on the map to help you see their
locations.
GraniteStater wrote:supply dIsTrIbuTIon & depoTs
each structure and Unit in the game will “pull” a certain amount of Supply each
turn. This occurs during the Hosting phase. Supply sources will strive to distribute
their Supply surplus to nearby structures and Units that need it. This will trigger a
chain reaction, with Supply being forwarded from one structure to another until it
reaches the farthest Units/structures. This process is automated and conducted in
three consecutive “push” steps taking many parameters into account.
The amount of Supply that can transit through a structure is roughly proportional
to its production Capacity (see above) and the distance covered by your abstracted
Supply columns during each step can range from one to five regions
pgr wrote:Supply wagons simply act as extra storage. Un-wagoned units will receive supplies if a depot can push them to the unit. The real problem is that units only have 30 days of supply capacity, so in practice having the wagons is vital as you say.
solcrates wrote:so its not good to build depots in every city that gives you that option?
solcrates wrote:I new and only played the south so far. I though I could build only in certain cites. I thought I pulled the city structure up and didn't have a depot nor the option. Thanks for the help.
pgr wrote:So at the risk of much criticism for bumping an old post, a question to you supply gurus.
pgr wrote:Imagine a "costal province," lets say Tapahannock, that only has a road and no harbor. You are Union and you build a depot there. The Rebs hold all surrounding land connections. Will the depot receive supply from the wider supply network, either by river or by the sea transport, or does it need to have a harbor to receive said support?
pgr wrote:To quote a relevant manual section "The USA also has the option to transport Supply by sea to coastal areas and ports.
The transport capacity depends on the number of transport ships allocated to the
“World Shipping” box and is displayed on the Transport Assets Panel at the top of
the map.
Example: Union shipping allows long distance Supply transport, for example
from New York to New Orleans. The process is automated and will strive to
augment the Supply of needy ports and coastal Depots by transporting any
excess Supply in the Northern harbors to where it is needed."
The example doesn't really clarify because NY and NO both are depots in ports of course.
pgr wrote:1) So if I land on any coastal region and build a depot, even if there isn't a port, will my depot receive supply from the wider network?
pgr wrote:2)Troops marching along the coast, lets be generous and say they have a supply wagon, and are not in a port, will they receive supply from sea transport?
pgr wrote:3)Troops marching down a navigable river, within 5 regions of a depot in a port but not in a port themselves, will they receive supply on the riverbank?
pgr wrote:In my play experience, the answer to all three of the above has been no. Of course, I could just be playing wrong!
(oh and the content of this thread would be nice for the wiki)
Captain_Orso wrote:You're asking the wrong question. The question should be, with all land regions around Tapahannock in enemy hand, can Tapahannock still receive supplies?
The answer is "yes". Supply will be moved through any region traversable, including river regions.
Wrong question again. If you ask, can Naval Supply be moved to a region without a Coastal Harbor, the answer is "no". But supply being move during the normal supply movement phases CAN reach a unit in a coastal region, if they... well, can. In other words, only if within normal supply range.
(along a river)
They can, but it depends on a lot of factors from weather to terrain.
pgr wrote:So you are saying any depot next to a river within a 5 connected river links will successfully push supplies forward and land them Tapahannock's depot, even though there is no harbor at the receiving end? I guess I was under the impression that supplies being pushed along by river transport had to "enter" the river via a port and "exit" the river via a port.
pgr wrote:I guess I'm curious about the path finding of the supplies. For the final push to the receiving unit supplies could path along a road in on region, down a railroad in the next, into the river for the next, and back on to land for the final delivery? (assuming perfect weather etc?)
pgr wrote:As an aside, stockades function as forts for the purposes blocking supply transmission along rivers, right?
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