The irony of this whole situation is that the new supply system is really quite similar to the much-maligned 'arcade mode' that gets a bit of a sledge in the OP. In some ways it's more detailed (capacity is still a thing, and it looks like it's calculated in an elegant, plausible and interesting way, as is the 'flow' of capacity from the capital) but in other ways it's less (you still needed fuel and supplies in arcade mode in HoI3, as well as manpower and equipment - in HoI4, you just need manpower and equipment) and it's an insta-transport system (like HoI3 arcade mode, although I actually don't mind this, as most armies tended to have supplies in tow when they went on the march - it's more realistic than the 'supplies start moving from the capital when you move' of HoI3's non-arcade mode).
Now, I don't mind the idea of an arcade mode for supply, but I don't think it's wrong for most of us that prefer deeper logistics (which we got in HoI1, 2 and 3, so it's not without precedent) to be a little sad at the removal of it in HoI4.
What I dont quite understand: Why should "fuel" and "supply" be seperated items? "Supplies" just means "everything a unit needs to function", so fuel could be abstracted into a single "supply" resource that is transported down the road.
The problem many people have here is that they dislike units "living off the land" even if cut off. But Podcat already said the numbers are subject to rebalancing. So maybe in the end, a province could sustain just 1 division each, and everything else is subject to your supply route management. And if supply is just one item, why can't it be abstracted totally?
If your supply lines are cut off, your units run out of supply (they WILL have an individual supply-meter/stockpile) and then tanks probably won't move anymore until you open supply routes again.
The new system makes more sense the more I think about it! We just have to move away from the old thought-musters in HOI3 were supply and fuel were tangible, seperate items!
Then it makes sense and isn't even immersion breaking
just to tag you
It's about strategic balance and choice. If you abstract fuel into supply, then suddenly you need the same ratio of fuel:everything else to run an infantry division as you need to run an airbase full of heavy bombers (which is, of course, anything but the case). By removing the capacity to vary the level at which a unit or airbase receives fuel, supplies and equipment, we're simplifying the resupply system to two flows (manpower and equipment, instead of manpower, equipment, fuel and supplies), limiting the choices and the strategic flexibility available to the player. That's not to say it's not a reasonable design decision - it is - but it seems odd to me that something that's strategically important at the high level (the balance between new equipment, fuel and supplies) has been cut, while something that's really just flavour detail at the low level (battalion-level division designer) gets in.
The thing is, you can't compare in game with real life, especially when it comes to stockpiling and supplies/fuel.
We all know in game that if we need an 'x' stockpile, then we are going to have it, we start in 1936 and plan.
So, we need a system that 'cheats' to offset the 'Hindsight' factor, which IS the most crucial element of what breaks the game and separates real life scenarios from in game situation.
There is no point saying things like 'but in real life ammunition and fuel was a situation 'x' faced in 'x' area of the world' as none of us in game would face the same, as we would stockpile to compensate.
So, while I understand the desire to have a workable fuel and supply system that 'feels' right, I am very much aware of the 'hindsight factor', and while I might wish for a perfect system that allows fuel and supply to work as many of us would want it to, I am content to see how the proposed system plays out.
Hindsight Factor is the beast to be conquered here, and I am trying to keep an open mind on it.
The devs know what we would all like to see, but I am hoping they have solved the problem in a way that feels right within the game, even if it sounds a bit dodgy when written down in a diary like this.
Thing is, you don't need stockpiles to get something that's a huge improvement on the current (you could just have civilian or military factories creating a flow of supplies and fuel - so if your flow of fuel dropped below the needs for all of your units to attack, you then have to choose between offensives, for example). The 'it wouldn't work because of stockpiles' is a bit of a furphy. You can either have limited stockpiles (really not that hard to code) or the 'no explicit but implicit small stockpile' system that factories work with.
I dont get why people think this is unrealistic. This system will actually change the strategic situation. You can't deploy troops to the ends of the earth willy nilly. The system of imaginary stockpile numbers never changed anything.
It's unrealistic for a bunch of reasons, but some of those are very sensible abstractions. Some of us don't like it for different reasons to others, but my beef is that it assumes that the ratio of equipment:supplies:fuel is the same for every strategic situation. From a 'modelling logistics' perspective, that's a
very blunt way of looking at it, and a step backwards (in terms of strategic depth and player decision-making) from earlier games in the series.
The whole point of this system is that if you dump 30 divisions in Ethiopia without warning, they'll be out of supply very quickly.
Well, they'll last 30 days, and then they'll be in trouble, although their capacity to survive is likely better than HoI3, as there'll still be some locally sourced supply unless they're surrounded in a small pocket with no cities or VPs. So 30 divisions would be in trouble, but looking at Korea, for example, you could drop ten 'supply worth' of units onto the peninsula and wouldn't need to run a convoy there. Ie, if it's 2 supply units for a division, and a HoI3-sized three-brigade div, that'd be 50,000 troops in Korea that didn't need a convoy to keep their ammo and fuel up to speed, they'd be able to, in the system, source it all locally. The numbers are still being balanced, so I think it's too early to go ga-ga about this kind of thing, but it looks like it'll be far easier to have troops at the ends of the earth without convoy support than HoI3.
Essentially it does what HoI3 did but better. HoI3 did model the flow of ressources however as you say they reacted to what you did and were behind by a lot some of the time. This isnt the case anymore which imho is better and more realistic.
The new system doesnt have supply running in it but the actual supply running in HoI3s system didnt really matter anyway. Supply wasnt a problem, you always produced or had enough supplies stockpiled and had enough supplies going into the network. The part that mattered in the HoI3 system were throughput from source to reciever, can x-amount of division be supplied in the area they are in and that part of the equation is exactly the information the new is built to convey to the user.
This was only the case if you made sure you built it. Now, of course most players would produce enough, but it still took up IC. At the start of a game, I'd use a fairly small proportion of IC on producing supply, and a large one on producing units. At the end of the game, a larger proportion (often quite large) would be producing supplies, and a smaller proportion would be producing units, because the units in the field, even those not currently fighting or moving, needed to be supported. Under HoI4's system, units in the field that aren't doing anything and aren't in an 'attritive environment' (desert, jungle, arctic) will effectively be 'free of charge', which could (should) lead to some odd force level situations, particularly later in the game.
Now, if you remove the silly sized stockpiles in HoI3, and keep supply as needing to be built, then you could actually end up with some pretty interesting strategic situations. Under the proposed supply system here, it's not that interesting at all - it's just 'you'll take losses you need to replace fighting, training or moving through rough terrain, which you can make up if you're in supply'. HoI3 had this, as well as the logistics metagame of making sure you actually had the capacity to produce the fuel/supply to keep those units moving (even in arcade mode).
This is just nonsens, why do people keep saying "living off the land" this is bull and you would know it if you actually read the dev diary. We have two examples from the dev diary.
This is because every area will have a 'base' level of supply that doesn't require intervention from the capital, unlike HoI3, where (in standard mode, not arcade) you needed to be able to trace a line back to the capital to have any long-term supply (ie, beyond anything you might have brought with you or captured in the short-term). In the Korea screenshot, for example, you can have 10 supply units there forever without any link to another part of your logistics system at all. I think (although it's not entirely clear) that they won't receive equipment (ie, replacement fuel, ammo and equipment) unless there's a link to the capital though. But if they just sit there and behave themselves, they could 'live off the land' in Korea for the duration of the game.
You do produce supply as equipment are supplies and actually more realistic then what the generic HOI3 supply resource was as well require tought and strategy instead of a calculator.
That's no true - in HoI3 an army has it's equipment (tanks, infantry equipment, trucks, support equipment, what-have-you) and the things it's people and those equipment use up (spare parts, ammo, food, etc.,) and fuel (if it has equipment that needs it) and the people in the unit (manpower). In HoI4, this has all been rolled into two resources (equipment, manpower), despite the fact that the rate of use of these three elements varied wildly depending on the situation. It's obviously easier to manage (any system with two variables instead of four is going to be easier, all else being equal) and could turn out to be a good game design decision (although I personally think it'll make balancing hard and lower immersion, because of the implausible results that'll follow), but it's impossible for a less detailed system, when the reality of consumption varies like it does, that from a resupplied goods perspective the system for HoI4 is more realistic. More fun for some for sure (it's clear plenty of people like the new system, just like plenty of people liked arcade supply in HoI3, and there's nothing wrong with this at all - we all enjoy different elements of these games differently), but not more realistic.