Unit replenishment during campaigns

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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Zumwalt_446
Posts: 187
Joined: Mon Feb 18, 2019 3:29 am

Unit replenishment during campaigns

Post by Zumwalt_446 »

When transitioning to a new campaign scenario (at least in the early stages of the campaign), a large portion of fallen out/destroyed units are typically returned to duty or replaced. This occurs over a duration of (typically) only a few hours until the next scenario's start time.

Are the replenishment rates/quantities typically seen reflective of real-world metrics, or are there some "gameified" components of this mechanic that diverge from real-world? No criticism if this is the case, but I'm curious what the philosophy was/is for this area of the game design.
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