Another aspect of supply is that the player can send very large convoys of supply, of many 100's of supply points, which is not credible, as that would need the instant availability of 100's of wagons. I have set up convoys of over 1000 points and there may be an upper limit because the game did not respond to player orders for convoys at 2000 points, but it's still too high.
In one example a convoy of over 1000 supply points, which I set up, moved from BUDWEIS to WIMPERK and unloaded into the LOC, all within one turn.
To avoid this feature I have been using 'house rules' to get a more realistic effect.
Included is a house rule on the handling, by the player, of captured enemy supply, which can also result in large convoys being created under the existing game system.
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House Rules text:
Enemy supply can be captured during the game and it is possible for the player to direct supply from a captured depot to the LOC. There would not be the wagon capacity to move large quantities of supply from enemy territory, therefore it would have to be used in situ, or destroyed.
House Rule : Captured supply cannot be sent to the LOC by the player, the computer supply control system may do this, but the player must either, set a corps commander to use the supply from the captured depot, or burn the supply.
The supply system, even when set to computer control, allows the player to send unrealistically large amounts of supply to the LOC, or to other towns. This is compounded by the unrealistically fast movement of these large supply convoys.
House Rule : The player may form supply convoys of no more than 100 supply points.
Note : the computer controlled supply system rarely sends out supply convoys with more than 100 supply points.
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Here is the game's display of the computer controlled supply during a game, which lists active convoys, and most of the convoys are below 100 supply points, so the computer and an AI opponent are acting reasonably, it is the human player who is able to act unrealistically and 'house rules' can modify that effect.
