Supply Rules

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Schokolokos
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Supply Rules

Post by Schokolokos »

hi, where can I see the detailed supply rules for v.1.11? HQ distance to units and so on, running out of supply in northafrica already. thx
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sPzAbt653
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RE: Supply Rules

Post by sPzAbt653 »

HQ supply rule recap and amendments since the first major changes introduced in v1.04 are as follows:
- HQ distribution supply has been changed to the following:
- HQ supply < 3 will have a distribution supply value of 5.
- HQ supply >= 3 and <= 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
- HQs can now only be linked if the first HQ has a supply value >= 3.
- the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.
this doesn't change distribution supply for HQs that were at 3 or 4 supply, but will allow them to 'operate' and 'upgrade'.
Previously linked HQs could have a maximum distribution supply level of 10.


And don't forget to take Malta [;)]
Schokolokos
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Location: Switzerland

RE: Supply Rules

Post by Schokolokos »

How to link HQ?
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sPzAbt653
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RE: Supply Rules

Post by sPzAbt653 »

See posts 5 to 8 in this thread for a little help:
tm.asp?m=4363373
Schokolokos
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RE: Supply Rules

Post by Schokolokos »

yeah, this is what I was looking for. thanks.
I was fighting the russians until Perm, then the game decided they surrender automaticly :(
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Leadwieght
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RE: Supply Rules

Post by Leadwieght »

I think you can turn off the surrender scripts in solo games, if you want to chase the Bolsheviks to the edge of Siberia
James Taylor
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RE: Supply Rules

Post by James Taylor »

OK this is kind of off topic, but there is some relation.

Suppose for future iterations of SC we have a sort of initiative roll where a side may get the benefit of an extra turn. Not necessarily all over the map but perhaps in some local theater like North Africa, Southern Europe, Eastern/Western/Northern Europe, Mideast, Atlantic, etc.

Dependent on say how well the combat went in that theater, coupled with logistics, intel, ??, and whatever else could go into the algorithm the added turn could happen, a little luck also.

The phasing side doesn't necessarily need to take combat advantage, but would receive an appropriate percentage of MPPs from its total acquisition for use like upgrades, replacements, maybe reinforcements from an adjacent theater(transport or operated) in... or out!

Rather than call it an "initiative" roll you could think of it as an "offensive emphasis" based upon a numbered limit of MPPs saved up from turn to turn.

Game breaker or the "unknown" like the original belligerents sustained?
SeaMonkey
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