Supply system fix (third pass)
Posted: Tue May 02, 2006 2:40 am
The good news is that:
the supply code is more functional than the AI for combat operations
or at least it is more suitable to have rigid principles coded.
It works better than I had imagined possible - even in quite small places - if you turn it loose. Turning it loose involves tricking the code into separating the issuing of supplies and resource points by resource centers - to the extent that is appropriate - on a case by case basis.
SOMETIMES the idea of issuing both was actually right. Often, it is partly right. Sometimes it is completely wrong. I can look at the place, decide what it should be - and "eat" any excess supplies. Do that - and the resource points become valuable - they need to get to a HI center - and the supplies made there then need to go where needed - instead of being generated locally. Turning it loose also involves getting rid of things data entry people did - giving "free supplies" to lots of points - again making the real resource centers and industry centers less meaningful - and removing the need to transport.
The game does not slow down due to supply calculations. NO economy is in danger of being busted UNLESS it runs out of what it needs - or is bombed to oblivion. So I can add without fear the remaining less critical supply sinks - and add a handful of civil engineer units where they cannot "hide" inside static units.
Another issue was the need to have an inventory where industry is - and where production occurs - else the economy never really "starts".
Combine the basic system with a rating of ships based on deadweight net cargo and average cargo load efficiency - and the glut of supply movement should also go away.
Problems remain - supplies move in a day from Karachi to Rangoon over land! But it is remarkably functional overall.
the supply code is more functional than the AI for combat operations
or at least it is more suitable to have rigid principles coded.
It works better than I had imagined possible - even in quite small places - if you turn it loose. Turning it loose involves tricking the code into separating the issuing of supplies and resource points by resource centers - to the extent that is appropriate - on a case by case basis.
SOMETIMES the idea of issuing both was actually right. Often, it is partly right. Sometimes it is completely wrong. I can look at the place, decide what it should be - and "eat" any excess supplies. Do that - and the resource points become valuable - they need to get to a HI center - and the supplies made there then need to go where needed - instead of being generated locally. Turning it loose also involves getting rid of things data entry people did - giving "free supplies" to lots of points - again making the real resource centers and industry centers less meaningful - and removing the need to transport.
The game does not slow down due to supply calculations. NO economy is in danger of being busted UNLESS it runs out of what it needs - or is bombed to oblivion. So I can add without fear the remaining less critical supply sinks - and add a handful of civil engineer units where they cannot "hide" inside static units.
Another issue was the need to have an inventory where industry is - and where production occurs - else the economy never really "starts".
Combine the basic system with a rating of ships based on deadweight net cargo and average cargo load efficiency - and the glut of supply movement should also go away.
Problems remain - supplies move in a day from Karachi to Rangoon over land! But it is remarkably functional overall.