How the Supply Levels are calculated.
The examples are taken from the first turn of the Pequot Indian War scenario.
Boston:
City Lvl. 2
Harbor Lvl 2
Weather: Frozen
CivLevel: Cleared, Road
Supply Level = 15
Providence:
Settlement Lvl 1
Harbor Lvl 1
Depot Lvl 1
Weather: Frozen
CivLevel: Cleared, Track
Supply Level = 27
Hartfort:
Settlement Lvl 1
Weather: Frozen
CivLevel: Cleared, Track
Supply Level = 5
Structures:
First question: How much supply does the structures give? You can learn this by checking the files which define the structures. They can be found in ...\WIA\GameData\Structures\.
For example the file 3City.str (an excerpt):
Code: Select all
[...]
IsCity = 1
[B]Supply = 5[/B]
FillAmmo = 1
MoneyCost = 50
[...]
Please note: The tooltip in the unit panel tells how much Supply Points a force needs and stores, the city and region tooltip tells you how many Supply Chips = Supply Level the region provide.
1 Supply Chip = 5 Supply Points and, if the structure can provide it, 2 Ammo Points.
According to the definitions, structures (Lvl 1) provide supply (Supply Levels):
City: 5 + Ammo
Harbor : 2 + Ammo
Fort: 10 + Ammo
Depot: 20 + Ammo
Settlement: 5
Terrain and Weather:
Additional to what the structures produce, the regions itself can offer some supply too. This is defined in the terrain definitions. These can be found in \WIA\GameData\Terrains\
[font=Verdana]Lets for example check the supply level of clear terrain for different weather. Again, the line "Supply =" gives the answer.
An excerpt of the file:
[/font]
Code: Select all
{Frozen}
[...]
Harshness = $Harsh
FatigueLevel = $NotHarsh
[B]Supply = 0[/B]
HideBonus = 0
MaxRange = 4
[...]
All supply levels for clear terrain (Supply Level):
Clear: 4
Mud: 2
Snow: 1
Frozen: 0
Civ Level:
The infrastructure has some impact on supply too. A road adds for example 1 Supply Level. In wild regions the Supply Level is reduced by 30%.
Lets go back to the examples:
Boston:
City Lvl. 2 = Supply Lvl: 2 * 5 = 10
Harbor Lvl 2 = Supply Lvl: 2 * 2 = 4
Weather: Frozen = Supply Lvl: 0
CivLevel: Cleared, Road = Supply Lvl: 1
If we add the numbers: Supply Level = 15
Providence:
Settlement Lvl 1 = Supply Lvl: 5
Harbor Lvl 1 = Supply Lvl: 2
Depot Lvl 1 Supply Lvl: 20
Weather: Frozen = Supply Lvl: 0
CivLevel: Cleared, Track = Supply Lvl: 0
If we add the numbers: Supply Level = 27
Hartfort:
Settlement Lvl 1 = Supply Lvl: 5
Weather: Frozen = Supply Lvl: 0
CivLevel: Cleared, Track = Supply Lvl: 0
If we add the numbers: Supply Level = 5
BTW:
- Every crate in the supply map filter stands for 3 supply level.
- If needed supply can also be drawn from adjacent regions.
Cheers
Norbert
Edit [lodilefty]: Further claifications
- Both the tooltips & crates in the filter refer to the total gross general supply points in the region. Any forces you have that use this supply are ignored by both the tooltips / crates calculations. To check whether your forces in any particular region have enough supply you have to look at the forces info, neither the tooltips or crates will tell you that. In effect the tooltips / crates are a 'GROSS' total of all supply available in the region, not a 'net' total once useage has been subtracted.
- In the supply filter the color coding shows 'NET' supply. Eg. How much surplus supply is left in a region after subtracting current useage by forces present.
- While forces can draw supply from adjacent regions this additional supply DOES NOT show up on either the tooltip or crates calculation for the central region that you are looking at. Eg. there is NO consolidation of multi-region supply in the tooltip / crates calculations.