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Logistics reference

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This article describes the logistics system in HoI3, focusing on the mechanics of supply depots, the supply network, and supply throughput. For strategic advice on logistics, visit the [[Logistics strategy]] article. Note that the Semper Fi expansion adds a new, optional game mode called "Arcade" where the ''entire supply system'' is circumvented. In this game mode, supplies are simply drawn directly from a national stockpile.
== Supply Depots ==
Supply depots (aka "supply sources" or "supply centers"), are a physical location on the map where all excess supply in a units for that landmass region will try to travel to each day, 1 province per daydraw supply from. For overseas regions these are ports assigned by the AI. They appear On the supply map these depots show as three gold crates . In supply map mode each province will show which stockpile they are supplied from; e.g., Rostock would show as being supplied from Berlin. This will also give you supply requested and received, plus the current amount of supply/fuel in a the province.  The national information for your nation's overall supply tooltip information is shown by a direct extraction of all tooltip at the values top of the capital province in map. This tooltip is three small crates. It will be green for supply surplus and red for deficit. Cursor over it and you will receive all pertinent data for your national supply map modesituation. If When supply production is currently on in the production tab then a tooltip on that slider will show how much supply units will be produced for the next dayyou are producing. That value on the next day at 000 00:00 will deploy amongst to all IC provinces meeting all the following conditions: 1) Has a Is land connection connected to the capital, 2) Is Owned and Controlled, and 3) Is a Core province. The amount each IC receives is based upon the amount of supplies produced divided by the unmodified number of ICs receiving the supplies. Please note that overseas IC do not deploy supply, but they can be applied to the production of supply. These rules also apply to While fuel production and is automatically converted its deploymentfollows the same rules as supply.
# The overseas supply source for any territory not connected to a nation's main land is a port.
# The tooltips for the national stockpile on the top of the screen are:
* '''Traded away'''= supplies you are selling to a nation or supplies distributed to an ally to cover costs of your units operating in their supply networks
* '''Traded for'''= Supply coming in from nations you bought supply from.
* '''Used'''= The amount of supply transfered transferred from the national stockpile into the capital province to meet the demands of all land-connected units. This includes aircraft and ships drawing supply from their respective non-overseas bases/ports.
* '''Produced'''= the value from the previous day in the production slider tooltip for supply production.
===Stockpiles===
Apart from supply sources, any province that has received more supplies than the units in that province used will temporarily store these supplies. Thus, these These supplies can be captured if the province is captured. After a short period of time (each night at 00000:00), any provinces with surplus supplies (other than a supply depot) will send them back to a supply depot along the supply network. There is no throughput cap on supplies heading back to the center, and no supply tax.
== Supply Network ==
The game has one principle principal supply network method used for transporting supplies on land and overseas:
# All units draw supply by requesting it from the province they are located in.
# Each province starting from the unit's location leading back to the supply stockpile it is listed as being "supplied from" will request supplies from the province next in line and never cross itself.
# If the next province in line doesn't have any supply in it to transfer (and no units in it)the province will show as black. If it has supply but not enough to meet the needs it will be brown. Green with red hatchmarks is supply throughput maxed provinces is land that is at its max throughput. # Every request to a province for supply includes a supply transfer cost that can be effected affected by revoltrisk revolt risk if the land is occupied/annexed.
# If one adjacent province cannot meet the total supply need, multiple adjacent provinces may be used but never beyond a 90 degree arc in the direction of a stockpile.
# Each province between the requestor requesting unit and a its supply source will carry the request for supplies forwardbackward, aggregating other supply requests as appropriate.# Supply moves one province per day. There are times when the supply supplies that units are recieving never came ultimately receive do not actually come from a stockpile. Ports recieve receive fresh supply each day in most cases for a landmass, but this supply transfer can influx may stop if the port has achieved reserve levels (30-days FTM/15-TFH). === Supply Map ===The supply map shows that the supply network changes constantly in response to unit needs. The supply network updates nightly at 00:00. ''Thus, this map mode is a snap shot in time, not a comprehensive view of what your supply network might be capable of in different circumstances.'' The following province color code describes the supply network: * Green provinces are receiving all of their requested supplies, and local units will be fully supplied. * Blue denotes a supply surplus, which builds up over time.* Black shows provinces in a state of zero supply, but with the possibility of requesting relief.* Brown shows a province has received supply, but not enough to meet demand.* Red hatching denotes a limitation imposed by a lack of infrastructure in the province (i.e. supply demand exceeds the supply throughput). This is known as a "supply bottleneck."* Red shows when a province with units has zero supply.* Yellow denotes supply received does not meet demand and the infrastructure is damaged.* The colors used on the map only refer to supply, and not fuel - although the mouse tooltip for each province will show specific numbers for both supply and fuel. For more details, view this post [http://forum.paradoxplaza.com/forum/showthread.php?p=10011660#post10011660 by potski] on the HOI3 forums explaining the supply map and many intricacies and implications of supply draw.
===Manual Control===
There are three ways for a player to manually can manipulate the supply network:# '''Transport planes:''' While transport Transport planes are very expensive, carry limited supplies, and generally require air superiority, but they can surgically augment areas with supply problems.
## Supply missions can be used to siphon supply out of a large stockpile towards the front faster and more efficiently than land in low infrastructure regions.
# '''Convoys:''' AI control of convoy creation and destruction can be turned off, allowing a player to manually create convoys.
## If a landmass stockpile is beyond a certain value convoys will stop shipping supply till until the stockpile drops down to a level where it needs supply again. This applies only to the stockpile port. Any other convoys you set up to the same landmass will continue shipping as long as they have a demand. This can cause you to overstock the landmass and waste supplies. ## Stockpile thresholds are a calculated equation based on determined by the demand of the stockpile province on any given day multiplied by a certain amount the number of days, generally any stockpile over 40k stockpiled will not allow for convoys to ship supply till it drops below that. This value could be higher if the landmass has a great many units on it/fuel reserves (as of TFH, 15-days). # '''Supply re-route:''' Starting in Semper Fi, it is possible to create sea convoys to improve the supply flow to areas already connected via land to the supply depot (Lenningrad and VladivostockVladivostok: in addition to a land connection, can also have a sea connection). This can happen so long as the provinces involved are separated by at least 10 provinces.  === Supply Map ===The supply map shows the supply network as not a static network, but instead a constantly changing network based on unit needs. ''Thus, this map mode is a snap shot in time, not a comprehensive view of what your supply network might be capable of in different circumstances.'' * Green shows it is receiving all of its requested supplies and every unit is in supply. * Blue shows a supply surplus.* Black shows zero supply, but can have requests.* Brown shows province has received supply, but not enough to meet demand.* Red hatching shows limitation being imposed BY the infrastructure (demand exceeds the throughput of the infrastructure).* Red shows when a province with units has 0-supply.* Yellow shows supply received does not meet demand and the infrastructure is damaged.* There is no color for fuel.
=== Allies & Puppets ===
When units are in an allied nation, supplies will be drawn from the allied supply network. Meanwhile, an automatic and invisible trade route will be created between the two nations, where the exact amount of supplies and fuel will be sent from the nation with its troops abroad to the allied nation hosting those troops. Some minor allies and most puppets will relinquish control of supply in the region to their master nation or a major nation with better doctrine/techs for supply. Example: Manchukuo will never retain a stockpile in its capital and will always be supplied from japanJapan's port stockpile in asiaAsia. They will constantly produce double daily supply because their supply system is basing its values off an empty capital province.
==Supply Throughput==
There are several factors that limit the distribution of supplies:
# '''Infrastructure:''' The supply throughput a province can funnel depends on its infrastructure (see below for details). The exception to this is the capital depot and its adjacent provinces. These have unlimited throughput.
# '''Supply Tax:''' Moving supplies costs a base tax of 0.1 supplies (decreased by Supply Transportation techs) per province moved through.
# '''Port Size:''' For overseas supply sources, the size of the port (each level equals 4 suppliesFTM/6-TFH) limits the amount of supplies that can be convoyed.
# '''Revolt Risk:''' Revoltrisk multiplies the supply tax causing less supply in a province to be for units ahead in the line causing reduced supply throughput indirectly.
# '''Occupation vs Annexed''' Occupied land has the lowest throughput, . Annexed land (AKA Owned and controlled, ) has a bonus applied to the same occupied throughput causing it to have better balues values and core owned territory has no penalty for throughput. If you are unsure what a province is, when selecting the province if it has your flag on it with no circular emblem on it then it is owned and controlled, if it has an enemy flag and your emblem is on top of that flag then you are occupying. Core territory will have your emblem in the bottom left stating you have core on the land, its also represented in revoltrisk mapmode as having 0 local revoltrisk.
Supply Throughput can be improved through the following methods:
# Supply Transportation research reduces the supply tax per province.01 per level.# Supply Organization research increases supply throughput .05 per level.# Assigning a minister with the Logistics Specialist Trait as Chief of Staff (+10% throughput).
# Laws can also affect supply throughput. Mixed Industry gives 5% bonus to throughput while Heavy Industry gives a 10% bonus to throughput.
# Less draconian occupation policies will decrease revoltrisk activity and improve supply throughput in occupied territory.# The [[command structure|Army Group HQ]] will improve logistics by 5% based on each skill level of its commander.# Building new infrastructure will increase the throughput of that province.# Building IC in a core province without IC will create a new supply source and possibly improve nearby supply distribution. Never deploy IC to provinces outside of core/capital landmass locations.
=== Effect of Infrastructure ===
The exact workings of the supply system are not fully known, but with TFH we are given better tools to understand it. With TFH you can open the console (the tilde key on many computers) and simply type "tdbg". This is short for tooltipdebug. Then the supply map mode gives you the infrastructure level ''and'' max throughput of the provinces. Maximum throughput has been can also be determined to befrom the following formula:
4 * (1 + modifiers) * OAC * infra²
Where
* ''infra'' is a number between 1 and 10. The infrastructure percentage gets divided by 10 and rounded down to a whole number. So a province with 29.9% infrastructure and one with 20% both have an ''infra'' of 2.
* ''OAC'' is 2 if the province is Owned And Controlled by the same nation, otherwise 1.
* ''modifiers'' are given by ministers, technology and strategic effects.
This was tested in It should be noted that infrastructure below a "linear" situation''base'' level of two has no throughput, that is but if any infra starting from a non-branching path of provinces. Maybe this limit is averaged over 2 days. It + base is unknown what happens when paths branch damaged (such as by bombing) and mergegoes below two it will still throughput supplies.
Due We don't know exactly how the supply system determines what supply paths to create, nor do we know how it prioritizes them, but we do know how they have to function. For illustrative purposes infrastructure can be viewed as a multilane highway that only allows a fixed number of cars through per day. So, if you have a province with 10-lanes of infra with a throughput of 800-cars, feeding three other 10-lane provinces with the quadratic dependencesame throughput, it the maximum combined cars those three provinces will receive is 800/day (even though they are capable of passing 2400-cars). If at any time the three provinces demand more efficient to build up cars than the first province can provide, that province will raise a single red flag in the form of red hatchmarks and the supply path to level 10 infrastructure than system begins to have several paths at lower level, though there break down. This is also the strategic weakness "supply bottleneck" that leaves many armies starving on the Steppes of being vulnerable with only one Russia. If you view infra and supply flow from this perspective, and use the new tools given, understanding and avoiding supply pathissues will be easier.
=== Ports and Supply Convoys ===
Wherever possible, a supply route will be created over land instead of a sea route. This is true even when the land route may be much longer than a sea route (e.g. when wrapping around the Mediterranean Sea, for example). In Since Semper Fi, it is has been possible to avoid alleviate this problem and manually route supplies via the sea. The supply depot will still be overland, but the extra ported supplies can hopefully intersect your units. This is an issue for the logistics strategy portion of the wiki.
'''Ports:''' Overseas supply functions with an origin port and a receiving port. There is no such thing as a more efficient origin port. A level one naval base with level two infrastructure will perform just as well if the numbers were level 10-each. There are no transfer costs or throughput limitations between the capital stockpile and the origin port. This is because the supplies do not move overland; they show up, through the convoys, directly at the receiving ports. While an origin port can theoretically send an unlimited number of convoys, a receiving port overseas can only receive one supply convoy and send out one resource convoy.  Manually trying to game the system and make two supply convoys by ticking the appropriate boxes does not work. The supplies an overseas port can receive is limited by port level, with 4 supplies (FTM) per day per port level (6-supplies per day per level in TFH). A level 10 port can thus receive no more than 40/60 supplies per day which can, for example, support about 15 infantry divisions with artillery. These numbers are subject to improvement by the naval basing tech (+20% each level) and ministers. Therefore, large overseas forces require more ports in areas linked to your port ( = more possible supply convoys) or supply them by air.
'''Supply Convoys:''' Supply convoys use a number of transports equal to the length of the route (measured in terms of sea provinces) in order to operate at maximum capacity for the receiving port (determined by port level, as described above). Starting in Semper Fi, if units overseas need more supplies than the local supply depot can provide, additional supply convoys can be sent to other overseas ports. ''This will not create new supply depots overseas,'' but these will overcome the bottleneck introduced by the port size of the supply depot. Thus, all additional ports opened will funnel supplies to the local supply depot, which will then disperse supplies as needed.
 
==Strategic Redeployment==
* Another thing that WILL screw up your supply is SRing a bunch of units. While your units may hop a train and move at warp speed to their destination, their supply won't. If you Sr a bunch of units into a region, it will take some time for supply to catch up. You should never ever strat-redeploy in areas where you have low supply and have divisions fighting. The redeploying units will carry off up to double their own supply reserve when they move (even if it means leaving the province dry for other units). They will take any supply along the way to maintain this double reserve, thus cutting your supply lines to ribbons. Fuel using units have their fuel consumption set to zero, thus they leave their fuel behind and arrive at their destination with no fuel.
 
The supply engine calculates a supply destination for an SRing unit as if it was still at its original province for the entire time that the unit is SRing. The logistics AI ignores the unit while it is SRing and then "notices" it again once it stops SRing. But supplies that were already en route to its pre-SR location continue to move that way until they arrive at that location. When the SRing unit exits SR mode by arriving at its destination (or being manually stopped), the logistics AI notices it again and tries to send any needed fuel and supplies to its new location. But it does not recall the allotments that had been in transit to its previous location at the time the unit began its SR. Supplies are "fire and forget" from the AI's point of view, meaning once dispatched they must travel to their appointed destination before they can be reassessed as no longer needed at that location and possibly recalled back to the stockpile.
 
For instance, if a unit was 60 provinces away from its capital (e.g. Berlin) It take 1 day per province for the supplies to move, so it takes 60 days for the supply to reach where the unit was. Now you SR that unit to France. That is another 40 or so provinces from Berlin. The original supply now takes 60 days to go back to Berlin and more supplies are needed to go to where the unit is now at and that takes 40 days.
 
One way to partially get around this is to SR to the capital/supply depot on that continent first, then walk the division to its destination without SR from there on. It's slower, but it cuts down a ton on weird fluctuations in supply draw because the division reappears to the supply AI right on the stockpile, requiring no time or supply tax.
 
==Moving Ships and Planes==
You can literally move a TAC from Stalingrad to Paris in a few hours, but the supply system doesn't notice that this happened until the wing shows up at the destination. This means that ships and wings have a "spin-up" time if no ships or wings were based in the destination province. For instance you might occupy France and rebase 30 u-boats to French ports, only to wait a week before the fuel and supplies catch up to them at their new naval bases.
== Lack of Supplies ==
Every unit has attempts to have a 30/15(FTM/TFH) days reserve of supplies and fuel during wartimein the province where it takes supplies. For ground units, this is the province where it is currently located. For naval and air it is the province where they are based. If there are not enough supplies available, it will begin consuming that reserve and in the province the units draws supplies from you will notice the poor-supply-icon warning you that the province's required daily available supply is not equal to or more than the units daily consumption. Penalties only start to occur when the unit no longer has a full days supply to consume each day at 00000:00.
If the 30/15-day-reserve is completeley completely exhausted, a unit will no longer be able to initiate a new moveorder to hostile territories or attack. The penalties then are:
# -50% combat modifier
# Can not moveon offense or initiate a new attack# out of fuel = slower movement (only applies if you still have supplies)# you You do not get reinforcements , organization or upgrades# Out of fuel = -90% movement speed for units using fuel
Units out of supply will not reinforce, regain organization or upgrade, hence attrition will occur resulting in a strength loss. Combined with tactical Through logistical bombingand/or port strikes, this can reduce be used to wear down the strength and organization of units in any fortified province to be position by denying them supplies and fuel, and thus enable an assaultotherwise impossible. Note that different units draw varying levels of supplies. Infantry will always draw less supplies than motorized divisions, for example. When strategically redeploying units, supply draw is doubledand units consume no fuel ( and are also unaffected by lack of fuel movement penalty ).
==Research , Leaders and Ministers that effects effect supply use ==
* Large Front: reduces supply consumption -0.01/level (HQs only)
* Guerrilla Warfare: reduces supply consumption -0.01/level (HQs only)
* Airborne Warfare Equipment: reduces supply consumption -0.1 (paraPara, Gurkha & Ranger only)
* Supply Transportation: each level reduces transfer cost by .01
* Supply Organization: each level increases throughput by .05
* Port Efficiency: Base supply per port level is increased 20%/level
* Army Group leader reduces supply/fuel consumption 5%/skill level for units under his command
* Logistics Wizard reduces supply/fuel consumption 25% for his unit ( halved for each level of command between leader and units for HQ leaders ).
* Chief of Staff minister with Logistics Specialist Trait gives +10% throughput
* Chief of the Army with Bread & Butter Doctrine gives -10% supply consumption
* Chief of the Navy with Base Control Doctrine gives +10% Naval Base efficiency
==Modding Supply==
* A supply network cannot draw supplies from another supply network. It can only draw supplies from a naval base which is supplied by convoy from the capital. Ports do not have to be in supply to provide supplies to a convoy but they do have to be connected via land to the capital.
* Units carry supplies with them, stored in the provinces they are located in (land units) or based in (naval/air units). As the units advance the local they try to bring with them a full 30FTM/15TFH days worth of supply reserve also advanceswhich moves with them. Thus units can start a campaign with 30FTM/15TFH days of supplies and march through poorly supplied areas until that reserve runs out. The supplies are only moved to the new province once a unit has fully completed it's move, so if an enemy units reach the province before all units have retreated out of it, they can capture part of the supply stockpile stored in the province.
* HQs consume supplies. Higher HQs could remain further away, and still be in range of the Divisions. As the front advances, then this is less likely, and you need to make a decision between the combat and other advantages provided by the HQs, and the limited supplies. Adding Corps to the hierarchy (which is generally seen as a "good thing") actually adds to your overall supply consumption in an offensive. In some countries, the supply usage of a large force, say an Army Group, may be increased by 10-20% by all of the HQs. It is probably not a good idea for some countries to create Corps HQs as they need to remain close to the front and consume supplies that might otherwise go to the combat Divisions.
* Supply/resources can only travel once across water, not counting straits. Supply will sadly only trace from the depot. Putting more supply in other ports will help supplying those port provinces but little else. It will flood backwards into the system when units move through though. Every non-contiguous to your capital area is consider "overseas" and will have it's its own depot. This can be as small as a single hex island or as large an area as several land connected continents. The larger the area overseas, the more difficult it is to supply. An overseas supply depot is treated by the AI just like your capital meaning that all supply to the overseas area will try to flow from the depot to where it is needed.
* Supply received via trade is handled exactly like mineral resources. It is delivered directly to your capital, magically skipping across provinces. This happens each day BEFORE supply need is calculated. It is then distributed back into your supply network. Computer programming here, nothing happens simultaneously.
* If for some reason an IC-province becomes isolated it will stop deploying supply. If your capital becomes isolated no supply will deploy to any of your IC. For all intents and purposes your capital is treated as an island surrounded by an infinite sea. You can still use your IC to produce supply, but all supply will deploy to the capital. Capitals with ports would be able to create supply convoys, but if you are at this point you have probably lost.
* Another thing that WILL screw up your supply is SRing a bunch of units. While your units may hop a train and move at warp speed to their destination, their supply won't. If you Sr a bunch of units into a region, it will take some time for supply to catch up. You should never ever strat-redeploy in areas where you have low supply and have divisions fighting. The redeploying units will carry off up to double their own supply reserve when they move (even if it means leaving the province dry for other units). They will take any supply along the way to maintain this double reserve, thus cutting your supply lines to ribbons. Fuel using units have their fuel consumption set to zero, thus they leave their fuel behind and arrive at their destination with no fuel.
 
* You can use transport aircraft to dump supplies as close as they can get along a supply route and they'll still be useful. They don't have to be dropped on the troops or an airfield or port for them to get in to the supply system. Anywhere on the route will do. Base them somewhere they have access to a decent amount of supply (supply depot if possible) and select the hex where you want supplies delivered. Watch them, though, as the AI will intercept them if it can.
===References===
See also [[Logistics strategy]]
For more information about the supply system see the [http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=24763&d=1275055663 Supply Guide].
Also, read this thread: http://forum.paradoxplaza.com/forum/showthread.php?697889-Manual-Supply-routes
[[Category:Reference]]
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