History Main / EasyLogistics

6th Feb '18 12:59:21 PM bitemytail
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* ActOfWar is notable for allowing you to capture enemy infantry for money. When you "kill" an enemy infantry unit, there is a chance that they are simply injured rather than dying, after which you can send one of your troops to capture it. Once captured though, what happens to him? He disappears from the map and is magically teleported to your field prison building.

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* ActOfWar ''VideoGame/ActOfWar'' is notable for allowing you to capture enemy infantry for money. When you "kill" an enemy infantry unit, there is a chance that they are simply injured rather than dying, after which you can send one of your troops to capture it. Once captured though, what happens to him? He disappears from the map and is magically teleported to your field prison building.
6th Feb '18 4:44:57 AM calumapplepie
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** However, ''VideoGame/{{Civilization}} V'' averts this by having two different kinds of logistics penalties. If you have more units than a supply number based on your population, all of your production slows down. If you have 3 units of Iron, and 5 units that use Iron, all of the Iron units take a combat penalty until you have more Iron or fewer Iron based units. Ships can regain health only when they are in friendly territory, unless they have been in battle enough to get a promotion that allows them to heal anywhere. Aircraft always suffer damage from an attack, even if it's very successful, because just flying a high-performance military jet is hard on it. Since they don't heal damage on turns when they attack (unless they've been given a high-level promotion representing an exceptional repair team), your aircraft will have to sit out turns periodically while they get fixed.

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** However, ''VideoGame/{{Civilization}} V'' averts this by having two different kinds of logistics penalties. If you have more units than a supply number based on your population, all of your production slows down. If you have 3 units of Iron, and 5 units that use Iron, all of the Iron units take a combat penalty until you have more Iron or fewer Iron based units. Ships can regain health only when they are in friendly territory, unless they have been in battle enough to get a promotion that allows them to heal anywhere. Aircraft always suffer damage from an attack, even if it's very successful, successful because just flying a high-performance military jet is hard on it. Since they don't heal damage on turns when they attack (unless they've been given a high-level promotion representing an exceptional repair team), your aircraft will have to sit out turns periodically while they get fixed.



* Semi-averted in ''VideoGame/MasterOfMagic''. Resources are generalized, but normal troops need ''two'': Gold and Food. Upkeeping enchantments and summoned units eats Mana which you also need for spellcasting and research. Juggling all 3, city production and armies all at once while dealing with opponents can be hard. But how the food gets to the armies that are outside cities and nowhere near any type of (nonexistent) supply lines is never addressed. E.g. a dragon turtle can sit in the middle of the ocean for the entire game as long as you are producing sufficient food and gold to pay for its upkeep. Units with ranged attacks are given a limited number of shots, but warships has 99 even though normal catapults and airships has only 10.

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* Semi-averted in ''VideoGame/MasterOfMagic''. Resources are generalized, but normal troops need ''two'': Gold and Food. Upkeeping enchantments and summoned units eats Mana which you also need for spellcasting and research. Juggling all 3, city production and armies all at once while dealing with opponents can be hard. But how the food gets to the armies that are outside cities and nowhere near any type of (nonexistent) supply lines is never addressed. E.g. a dragon turtle can sit in the middle of the ocean for the entire game as long as you are producing sufficient food and gold to pay for its upkeep. Units with ranged attacks are given a limited number of shots, but warships has have 99 even though normal catapults and airships has only 10.



** There are technologies called "Logistics", and researching them essentially increases your civilization's ability to handle this sort of offscreen logistical problem. Having a high Logistics lets you field bigger fleets (which allows a number of ships to move and fight in a group) and allows you to have more Starbases without having to pay extra. Note that Logistics doesn't limit how many ships you can have, only how many you can have (and of what class) in each fleet. The actual ''number'' of ships is governed by your income, since each ship costs a certain amount to not only build, but also maintain, and occasionally you will get messages telling you that your military is too much of a drain on your treasury and you need to scrap some of your weaker weapon barges and/or conquer some new planets to turn into money generators.

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** There are technologies called "Logistics", and researching them essentially increases your civilization's ability to handle this sort of offscreen logistical problem. Having a high Logistics lets you field bigger fleets (which allows a number of ships to move and fight in a group) and allows you to have more Starbases without having to pay extra. Note that Logistics doesn't limit how many ships you can have, only how many you can have (and of what class) in each fleet. The actual ''number'' of ships is governed by your income, since each ship costs a certain amount to not only build, build but also to maintain, and occasionally you will get messages telling you that your military is too much of a drain on your treasury and you need to scrap some of your weaker weapon barges and/or conquer some new planets to turn into money generators.



* At first, this was the case for the ''VideoGame/SpaceEmpires'' series. You have construction points for building things, and resupply stations for your ships. As the series progressed, the resources were split, and so were the ship supplies. In the fourth game, there are three kinds of resources, along with general ship supplies and ordnance for the weapons. The trope still applies, every world gets access to the whole of the imperial resource pool, unless the system doesn't have a starport in it, regardless of the fact that it takes more than a turn to cross each system.

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* At first, this was the case for the ''VideoGame/SpaceEmpires'' series. You have construction points for building things, things and resupply stations for your ships. As the series progressed, the resources were split, and so were the ship supplies. In the fourth game, there are three kinds of resources, along with general ship supplies and ordnance for the weapons. The trope still applies, every world gets access to the whole of the imperial resource pool, unless the system doesn't have a starport in it, regardless of the fact that it takes more than a turn to cross each system.system.
* Averted with a bang in Supreme Ruler, where supply lines halt armies, strand ships, and cause losses of territory. Ammo eats through supplies, and moving eats petroleum. Technologies can change this, with fuel cells for vehicles and nuclear reactors on ships.
22nd Jan '18 9:55:27 PM kikiandlala
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* Handwaved in ''VideoGame/UrbanAssault'', in the future humanity develops plasma formation technology. This allows units and buildings to form out of energy provided by your station. Somewhat averted in that your units have a limited energy supply that provides ammo for their attacks (but this recharges over time).
6th Jan '18 5:55:53 PM Zadia
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* Averted in ''VideoGame/BlackAndWhite 2''. In this game, you can make armies (unlike the last game, where warfare was entirely god- and Creature-based), but there's a couple of catches: first, you make armies from your own people, so if they get killed, you'll be down to Disciples until you breed some more; and second, army units eat twice as much food as the regular people whether they're fighting or not, and if you disband them, there's no guarantee that you'll get the same people again if you reform them- so if one unit is particularly skilled in battle, you might want to disband them to save food, but then you might lose their skill, so you might have to leave them standing around, doing nothing but eating all your food.



* Averted in ''VideoGame/BlackAndWhite 2''. In this game, you can make armies (unlike the last game, where warfare was entirely god- and Creature-based), but there's a couple of catches: first, you make armies from your own people, so if they get killed, you'll be down to Disciples until you breed some more; and second, army units eat twice as much food as the regular people whether they're fighting or not, and if you disband them, there's no guarantee that you'll get the same people again if you reform them- so if one unit is particularly skilled in battle, you might want to disband them to save food, but then you might lose their skill, so you might have to leave them standing around, doing nothing but eating all your food.
6th Jan '18 5:52:25 PM Zadia
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Added DiffLines:

* Averted in ''VideoGame/BlackAndWhite 2''. In this game, you can make armies (unlike the last game, where warfare was entirely god- and Creature-based), but there's a couple of catches: first, you make armies from your own people, so if they get killed, you'll be down to Disciples until you breed some more; and second, army units eat twice as much food as the regular people whether they're fighting or not, and if you disband them, there's no guarantee that you'll get the same people again if you reform them- so if one unit is particularly skilled in battle, you might want to disband them to save food, but then you might lose their skill, so you might have to leave them standing around, doing nothing but eating all your food.
6th Jan '18 1:47:46 PM WillKeaton
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* Simultaneously averted and played straight in ''VideoGame/{{Prototype}}'', which puts the player in a Manhattan being fought over by the US military and an outbreak of a zombie virus. Although any military hardware that's stolen has limited ammunition, whether it's a tank or a helicopter or an assault rifle, the military never runs out of these things. Underscoring the silliness of this is that the game keeps tabs on the dollar value of any damage inflicted during an engagement with the military. It's downright simple to rack up trillions of dollars in damage, but somehow the money and materiel keeps flowing in. Just for comparison's sake, [[http://nation.time.com/2011/06/29/the-5-trillion-war-on-terror/ as of 2011 the War on Terror was estimated to cost about 5 trillion]].

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* Simultaneously averted and played straight in ''VideoGame/{{Prototype}}'', which puts the player in a Manhattan being fought over by the US military and an outbreak of a zombie virus. Although any military hardware that's stolen has limited ammunition, whether it's a tank or a helicopter or an assault rifle, the military never runs out of these things. Underscoring the silliness of this is that the game keeps tabs on the dollar value of any damage inflicted during an engagement with the military. It's downright simple to rack up trillions of dollars in damage, but somehow the money and materiel keeps flowing in. Just for comparison's sake, [[http://nation.time.com/2011/06/29/the-5-trillion-war-on-terror/ as of 2011 the War on Terror was estimated to cost about 5 trillion]].trillion.]]
6th Jan '18 1:47:22 PM WillKeaton
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* Logistics in ''VideoGame/EveOnline'' is a major part of managing a successful corporation or alliance, especially in outlaw space. Raw materials need to be extracted and refined, starbases consume fuel and supplies, taxes and rents need to be paid, ammo is expended, capital ships need fuel for their jump drives and spare ships and other equipment need to be manually hauled to replace losses. While this [[TimeManagementGame keeps industrialists busy]], it also provides ample targets for enemies looking for something expensive to shoot, and disruption of supply lines is a viable tactic to undermine combat readiness. To be specific it's the players that mine, haul and produce everything, it's to the point where if you buy something from just another space station you have to go fetch it yourself. It's a bit odd considering the number of {{Mega Corp}}s in the fluff. However, one of the most successful and renowned player corporations in EVE is... [[http://red-frog.org a freight line]].

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* Logistics in ''VideoGame/EveOnline'' is a major part of managing a successful corporation or alliance, especially in outlaw space. Raw materials need to be extracted and refined, starbases consume fuel and supplies, taxes and rents need to be paid, ammo is expended, capital ships need fuel for their jump drives and spare ships and other equipment need to be manually hauled to replace losses. While this [[TimeManagementGame keeps industrialists busy]], it also provides ample targets for enemies looking for something expensive to shoot, and disruption of supply lines is a viable tactic to undermine combat readiness. To be specific it's the players that mine, haul and produce everything, it's to the point where if you buy something from just another space station you have to go fetch it yourself. It's a bit odd considering the number of {{Mega Corp}}s in the fluff. However, one of the most successful and renowned player corporations in EVE is... [[http://red-frog.org a freight line]].line.]]
6th Jan '18 1:47:03 PM WillKeaton
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* On ''Series/StargateSG1'' the humans spend a lot of time making fun of how hopeless the Jaffa are as solders, and how ineffective their equipment is compared to a good old P-90. What is never explored is the massive logistical advantage that the System Lords seem to have. Staff Weapons appear to have a power source that lasts for years compared to the few hundred rounds a human could reasonably carry for his weapon. On the medicinal front, human medicine seems to be more effective against massive trauma, but the Jaffa's Symbiotes render them immune to infection, minor wounds, and disease. Human special ops teams with quick gate access are way ahead of their Jaffa opponents in a quick fight, but the System Lords seem to have an immense logistical advantage, having eliminated the need to supply their troops with ammunition or medical supplies. This is adequately demonstrated whenever a system lord, or just about any foe, learns earth's location and move to attack, SG-1 had to pull more than a few Deus Ex Machinas to avoid earth getting gibbed, and it was shown in several multiverse episodes they were the only earth not about or in the process of being destroyed.

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* On ''Series/StargateSG1'' the humans spend a lot of time making fun of how hopeless the Jaffa are as solders, soldiers, and how ineffective their equipment is compared to a good old P-90. What is never explored is the massive logistical advantage that the System Lords seem to have. Staff Weapons appear to have a power source that lasts for years compared to the few hundred rounds a human could reasonably carry for his weapon. On the medicinal front, human medicine seems to be more effective against massive trauma, but the Jaffa's Symbiotes render them immune to infection, minor wounds, and disease. Human special ops teams with quick gate access are way ahead of their Jaffa opponents in a quick fight, but the System Lords seem to have an immense logistical advantage, having eliminated the need to supply their troops with ammunition or medical supplies. This is adequately demonstrated whenever a system lord, or just about any foe, learns earth's location and move to attack, SG-1 had to pull more than a few Deus Ex Machinas to avoid earth getting gibbed, and it was shown in several multiverse episodes they were the only earth not about or in the process of being destroyed.
6th Jan '18 1:45:49 PM WillKeaton
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* Averted in ''FanFic/AnEntryWithABang[=!=]''. GDI forces ran low on supplies after the battle to take Port Krin. Also, one of the key meta-arguments in having GDI go for a standardized equipment loadout is to ease supply lines.

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* Averted in ''FanFic/AnEntryWithABang[=!=]''. ''FanFic/AnEntryWithABang!'' GDI forces ran low on supplies after the battle to take Port Krin. Also, one of the key meta-arguments in having GDI go for a standardized equipment loadout is to ease supply lines.
6th Jan '18 1:45:00 PM WillKeaton
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In its milder form a kind of [[AcceptableBreaksFromReality acceptable break from reality]], but often abused to make fantastic scenarios take place in ostensibly realistic settings. However, at least some of listed aversions prove that "deficit management" game is not only inherent in any logistics model worthy of being named so, but also can make interesting challenges in itself.

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In its milder form this a kind of [[AcceptableBreaksFromReality acceptable break from reality]], but it is often abused to make fantastic scenarios take place in ostensibly realistic settings. However, at least some of the listed aversions prove that a "deficit management" game is not only inherent in any logistics model worthy of being named so, but can also can make interesting challenges in itself.
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