Military logistics

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    • Military logistics

      Military logistics

      The present Simple Military Logistics Model would allow to simulate supply chain, thereby having increased importance of infrastructure, decrease in the troops efficiency at supply interruption and adds to game such military strategies and operations as:
      • troop withdrawal and reinforcements,
      • pincer movement and encirclement,
      • strategic bombing.


      I. Transportation of Troops

      If two adjacent provinces have at least level 1 infrastructure, there is possible to send the troops between these provinces by railway rolling stock.

      It could look similar to port operations and the movement on oceans:
      a) loading and unloading is allowed only in the center of a province in a place of roads crossing.
      b) loading and unloading takes time and depends from infrastructure level.
      c) at the time of loading, unloading and in the movement units are very vulnerable.
      d) all units that use rolling stock moving at the equal speed which depends on the level of infrastructure and doesn't depend on terrain type.

      Table 1. Movement time from Warsaw to Turin by the current rules and on rolling stocks.



      In the table are used the following values:
      infantry speed (plain/urban/mountains): 25/25/19 kmh
      med. armor speed (plain/urban/mountains): 30/24/12 kmh
      armor car speed (plain/urban/mountains): 45/36/18 kmh
      loading/unloading time (lvl1/lvl2/lvl3): 4.5/3.0/1.5 hours
      speed on railway (lvl1/lvl2/lvl3): 50/70/90 kmh

      As it is visible in the table, movement of troops by railway rolling stocks is expedient only on long distances, through mountain provinces or for low-speed units. To save time on loading and unloading it needs to build infrastructure in all provinces from start point to end point.

      The destruction of infrastructure (for example by means of strategic bombing) in one of the provinces on route significantly increases the time of movement.


      II. The Head Quarter

      The Head Quarter (HQ) is a building that can be built in any province and it works

      a) as the capital*:
      • Moral penalty from distance to capital is calculated as distance to the nearest HQ,
      • province receives bonus 25 points to target moral,
      b) as hospitals and repair factories:
      • units receive bonus 25 points to target moral.


      *The capital city is quasi the first HQ.

      Distance calculated as fastest route of infantry units to the HQ including moving by railway rolling stock.

      HQ can be built in any province, but with each new HQ is increased transport costs, which reduce the production of resources in all provinces (like corruption in Supremacy). The penalty is calculated with the construction of a third HQ (capital and first HQ have no effect), grows linearly, and can not be more than 15%.


      III. Supplies and Moral

      If a province where the troops are stationed has a connection to the HQ, the troops get supplies and their Moral is restored to the level of province Moral. The more supplies, the faster the recovery.

      How many supplies will be delivered to the troops depends:
      • on the distance to the nearest HQ and
      • on the province Moral where troops are stationed.
      No Moral regeneration when the troops are stationed in a province where Moral is lower than the Moral troops.

      The Moral troops is drop only in the case if delivery of supplies are completely absent.

      Inasmuch as the Moral restoration in the provinces with the HQ is maximal, then the HQ operate as hospitals and repair factories. The withdrawal to the HQ helping troops recover from Moral injury faster.


      IV. Encirclement

      If the troops are isolated and a province where they are stationed don't has a connection to the HQ, that is, the troops are in the encirclement, they lose 25 points of Moral daily. When the Moral drops to 0 the troops surrendering and disappear from the battlefield.


      Appendix

      The Moral formula

      Daily Moral regeneration:
      dM = a * 2 ^ (-r/b) * (m + mb - M)/100

      where
      a = 15 - the maximum Moral regeneration for the day,
      b = 24 - a distance (hours) from the HQ where Moral regeneration is reduced by half,
      r - the distance (hours) from the HQ,
      m - the Moral province,
      mb = 25 in province with HQ and =0 in province without HQ, bonus to target moral,
      M - the current morale of the troops.

      Table 2. Daily moral recovery depending on the distance to the HQ and moral of the province where troops are stationed



      Graph 1. Moral regeneration versus time (days) in a provine with Moral 100.



      Graph 2. Moral regeneration versus time (days) in a provine with Moral 50.



      Thank you for your likes and comments! ;)
    • You've put a lot of work into it, and I do quite like the kind of tactics that this would allow you to use, although my only suggestion would be to make the encirclement penalties a little less harsh, since an army after two days encirclement would just be completely useless and mainly just a drain on resources for a significant portion of the game.
      Kalantigos
      Master Chief Petty Officer.
      Game Moderator
      EN Community Support
      Bytro Labs | Call of War
    • Kalantigos wrote:

      You've put a lot of work into it, and I do quite like the kind of tactics that this would allow you to use, although my only suggestion would be to make the encirclement penalties a little less harsh, since an army after two days encirclement would just be completely useless and mainly just a drain on resources for a significant portion of the game.
      I agree sir! Maybe if the encirlement thing is added we could a POW and Trophy mechanic as well.
    • The supply line is great, but 25 morale a day for encirclement? Just no that's way to sadistic it's like torture.
      Sun Tzu said:
      "If a soldier fights in a corner, he fights like an animal"
      Not very accurate quote, but if pushed to the limit soldiers will fight better and more determine especially if cornerd or no chance of retreat, againts such a force an army encircling them will be squashed unless well supported.

      Maybe drop it to 5 morale a day perhaps.
      "Victory needs no explenation, defeat allows none"
      -imperium thought of the day
    • V1nd1cat0r wrote:

      The supply line is great, but 25 morale a day for encirclement? Just no that's way to sadistic it's like torture.
      Sun Tzu said:
      "If a soldier fights in a corner, he fights like an animal"
      Not very accurate quote, but if pushed to the limit soldiers will fight better and more determine especially if cornerd or no chance of retreat, againts such a force an army encircling them will be squashed unless well supported.

      Maybe drop it to 5 morale a day perhaps.
      Or just decrease their strength. Morale can stay the same but their overall strength would decrease.
    • I would like to point out:
      • algorithm to determine the fastest route for different segments of map (sea, with road infrastructure and without, loading and unloading) already exists and works perfectly.
      • the distance to the HQ must be calculated for the province, and not for each unit separately. All units in the province will have the same daily morale regeneration. Because the distance to the capital is already calculated in the game (but never used), it does not significantly impact on performance.
      • currently the distance penalty is not used in the game because its values are very large. Implementation of railway rolling stock would significantly reduce the time travel on the middle range, and the HQs on the long range. Therefore the penalty for distance to the capital (or to the HQ) could return in the game.
      • we can not manipulate directly the strength of troops. The only way to change the troops strength is to change their morale.
      • construction of infrastructure in the occupied provinces would finally acquire meaning.
      • strategic bombers will gain its importance. The bombing of strategic targets such as infrastructure and transportation hubs (HQs) will be just as important an element of the strategy as it is in reality. Since the destruction of the strategic targets increases the distance to the HQ and therefore the province morale will decrease too, that has double impact on the troops morale regeneration.
      • the withdrawal of troops to restore morale has the meaning only for very damaged troops, because the rate of morale recovery is very low for the troops with moral 80+. HQs could fix it. Troops fully restore morale in a few days when their place in the province with the HQ.
    • I have suggested supply and logistics as a researchable technology

      The higher the level of supply and logistic capability/research level , the faster your countries units heal. Its pretty much an easier version of all of this

      Also your plan quite ignores a critical part of military logistics at that time : Airdrop. Supply by air ( airdrop) saw its development and use in WW2 and so an encircled army doesnot necessarily mean its dooomed, especially if that army has air superiority that makes air drop even more feasible

      Your suggestion is very detailed and can be labbeled complex for some to fully grasp but I guess both of our suggestions are two different routes to the same target :)

      The post was edited 4 times, last by GeneralPhara ().

    • Awesome work!
      I add to the comments that it is very important to balance work morale of troops and regions - as I think it should be more daring and sophisticated than it is now. 100% morality should be a rare occurrence, and to be a sign of high-skill player. If the troops were surrounded, he must have a big problem. No need to be too kind to the players who make mistakes.
      If we can give the region morale bonus, from the very beginning of morality should be more difficult. Developing countries are poorly motivated, why try if now morality in any case after three days becomes complete. Let's be more stringent - if the player does not want to develop the country, let gets big problem.

      The post was edited 1 time, last by Sandevot ().

    • I don't quite get what your trying to say, but 100% morale is very possible and easy just let them stay in one place away from the action.

      Highly develop nations regen more morale than underdevelop ones, depending on how well built the province, in an event of encirclement air drop should be valid when the HQ have an airbase and can only cut of by interceptors.

      If the units do get surrounded there should be 2 choice to take run back to friendly land and avoid getting surrounded or stay put (happens to AI and innactives) in this instance the surrounded units should get a morale deduction, but I think it's better if the province itself have a greater morale deduction causing rebellion to simulate "assimilation"
      "Victory needs no explenation, defeat allows none"
      -imperium thought of the day
    • It's very easy, but if we want to balance it we need to decrease the morale regen of units based on how far they are from core-province, a soldier is more motivated fighting to defend his country than conquering other people's land. Morale regen shouldent be absolutely zero, the lowest possible morale regen should be 1 a day and the highest should be 10 a day
      "Victory needs no explenation, defeat allows none"
      -imperium thought of the day