
Originally Posted by
scragham
admittedly, the OP's system sounds way too restrictive.
the system i kind of like derives way back when from another microprose game that i played (how way back? back in the apple II days) called decision in the desert. the supply system was imo simple and effective.
basically, if a unit can trace a route via roads to a supply depot, then it's considered in supply and replenishes its stocks of fuel/ammo/other consumables. every action it takes consumes some of these stocks, and if its out of supply long enough (or if the supply situation in that particular scenario is poor enough) then eventually it runs out of supply, its combat strength starts to decline, and other bad things.
as applied to a civ type game, i'd envision it as being each unit has a couple of major values - namely how much supply said unit requires (i.e. the first warrior/spearman/whatever units would have a pretty low value, if not outright 0 seeing as how they can pretty much live off the land, while later units like modern armor, mechanized infantry, aircraft/helicopters all have relatively high values because of the amount of fuel and the like they consume), and how much supply said unit carries. each city or port (assuming they have intact lines to the base civilization) is considered a supply center. if an uninterrupted line is traceable between a unit and any given supply center, then its amount of supply is replenished. in the meantime, moving, fighting (that means attacking and defending), or even staying in place, constantly drains the amount the unit has on hand. if the supplies are depleted completely, then the unit starts suffering penalties to combat as well as movement. the more turns the unit is out of supply, the higher the penalties.
either way, i suspect anything we're discussing is already too late to be implemented in civ5, but maybe civ6?