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Logistics reference

892 bytes added, 3 years ago
Ports and Supply Convoys: Copy edit
* 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 [ by potski] on the HOI3 forums explaining the supply map and many intricacies and implications of supply draw.
===Manual Control===
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.
== 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 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 00:00.
If the 30/15-day-reserve is completely exhausted, a unit will no longer be able to initiate a new move order to hostile territories or attack. The penalties then are:
# -50% combat modifier
# Can not move on offense or initiate a new attack# out You do not get reinforcements, organization or upgrades# Out of fuel = -90% movement speed for units using fuel# you do not get reinforcements, organization or upgrades
Units out of supply will not reinforce, regain organization or upgrade, hence attrition will occur resulting in a strength loss. Through logistical bombing and/or port strikes, this can be used to wear down the strength and organization of units in any fortified position by denying them supplies and fuel, and thus enable an assault otherwise 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 doubled and units consume no fuel ( and are also unaffected by lack of fuel movement penalty ).
* 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.
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