ericbabe
Posts: 11927
Joined: 3/23/2005 Status: offline
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I've tested it, and it doesn't seem that chains can be built from merely conquered cities. I've also never seen a case of the AI actually building a new chain from a conquered city -- it may be building it from an existing depot supported by a conquered city, that would be valid. quote:
Well, it looks a bit broken to me and think it could be reconsidered : because it means that if let's say France takes over any backwater Pripet Marshes province in Russia, it will still be able to supply all the Grande Armée from here indefinitely, as long as the province is not taken back... That is quite unhistorical and not realistic ! I think most of the provinces on the map can arguably support supply chains, at least to some extent. I believe that no matter what the rules are, there will be some ahistorical situations allowed by the rules. The goal is to find rules in which a large majority of the situations which arise under them are historical and realistic. With only a few simple game-type rules, I really don't think you can model logistics realistically in every situation; if we were going to make it realistic enough to model supply historically, then we'd need different depot sizes for different levels of support, and we'd need different types of depots for supply related to replacements, food, horses, weapons, and so forth, and we'd need an array of costs associated with each. Our design goal has to be to pick a few simple rules that can be *as realistic and historical as possible*; I really don't think we can design around every single exception that every player can think of. Under our current rules, we should perhaps make the Pripyet Marshes a "high attrition" area; this means that supply cannot start there, nor can supply extend into that region. Furthermore, we have to balance the complexity of the rules with the need to make the game accessible to players. To give an example: I thought the supply system in "Forge of Freedom" was about as simple as we could make it and still account for things like railroads, naval supply, supply through hostile territory, and supply priority, but complaints about the complexity of the supply rules in FOF was one of the biggest areas of complaints we received, and perhaps the #1 area of the game which caused people to e-mail me directly with questions. In the original redesign for COG:EE I had considered making it so that only certain areas of the map could function as supply sources, but after receiving all the feedback from people who didn't understand the supply rules in FOF, I decided against making supply in COG:EE even more complicated (and less forgiving) than it already is. I'm reading threads over on Wargamer and other sites in which players and reviewers are opining that they find COG completely unplayable because the rules are so overwhelming as they are now. quote:
And the manual doesn't mention this "support" btw. Please accept my sincere apology if the manual does not thoroughly explicate this rule. Part of the difficulty of changing the rules so much in response to every post in the Matrix forum is that some of the changes slip through the cracks of the final documentation. I do think we might change the rules so that one needs a conquered province both to initialize and sustain a depot chain. This would tighten up the criteria for supply chains and (it seems, I haven't checked the manual) make the rules conform to the manual as written.
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