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Logistics reference

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Ports and Supply Convoys: Copy edit
* '''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.
== 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.
# 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 backward, 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 is a changes constantly changing network based on 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 shows it is provinces are receiving all of its their requested supplies , and every unit is in supplylocal units will be fully supplied. * Blue shows denotes a supply surplus, which builds up over time.* Black shows provinces in a state of zero supply, but can have requestswith the possibility of requesting relief.* Brown shows a province has received supply, but not enough to meet demand.* Red hatching shows denotes a limitation being imposed BY by a lack of infrastructure in the infrastructure province (i.e. supply demand exceeds the supply throughput of the infrastructure). This is known as a "supply bottleneck."* Red shows when a province with units has 0-zero supply.* Yellow shows denotes supply received does not meet demand and the infrastructure is damaged.* There is no color 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===
## 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 determined by the demand of the stockpile province on any given day multiplied by the number of days for supply/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.
=== 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==
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). Since Semper Fi it has been possible to 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.
==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 rebased 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 effect supply use ==
* 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
* 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.
===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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