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Standup
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Operational Ar of War 2, i think, has a supply element. It still quite tactical though from what i remember - another game on my 'to play' pile.
Some of the Panzer General series had a basic supply element - fuel & ammo and penalties for being 'out of supply'.
SOmething like Imperialism 2 has a large element of economics and supply on a strategic scale.
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Main_Brain
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Economic World Center
Jul 2002 time: 06:34
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Transport Tycoon is mainly about logistics.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:34
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Seems there are two aspects to logistics, broadly speaking. 1.Economics - what to do we build, and how, and how do we keep the economy going during (and even prior to) war. 2. The other is how do we keep troops in the field supplied - A. How do we keep supply lines open B. How do we allocated supplies, ensure we have enough assets to transport supplies, protect them, etc.
1 is the realm of the civilian leaders, 2a is the realm of the combat officers at any level above tactical, and 2b is the realm of the supply and logistics officers.
1, economics broadly is found generally in grand strategy games - Axis and Allies, Third Reich, the Paradox games - and, in a different fashion, in the imperialisms. And, in a less realistic, but still sometimes interesting fashion, in 4X games like Civ. and, in a more cartoonish fashion, in RTS games.
2A and 2B - is generally NOT handled outside "wargames" properly so-called, (im not familiar with how paradox games handles this)
One constant challenge is how to handle 2a without burdening the player with the micromanagement of 2b - you want players to avoid doing unrealist things like moving an army without regard for protecting its supply lines, but you dont want players (in most games) to have to worry about allocating trucks, and so forth. Different wargames offer different solutions.
At a strategic level you may sometimes WANT to have 2b be central. Im currently reading Churchill on WW2, and its striking the extent to which the constraining factor on both sides was shipping. A WW2 strat game that doesnt reflect that is unrealistic, even if its more "fun".
PG2 solution is a combination of supply, replacements, and reinforcements based on prestige points. While it works well as a gameplay device, its not particularly realistic. In particular you can be resupplied even when surrounded (IIRC) as long as youre not in direct contact with the enemy. Civil War General also allowed resupply without reference to open Lines of Communication, though it didnt do the prestige thing.
Im not familiar enough with enough recent war games to discuss how they handle them.
City builders and tycoon games often get into the details of supply and transport, but I assume you mean in the context of armed conflict.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:34
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So it sounds like you mean something on the lines of a Civ type TBS, not a detailed historically accurate war game.
Have you tried the Imperialisms? That might be right up your alley, or might be too much of a good thing.
In those you need to develop, ship and process several resources. Not only do you need the right amounts, and adequate labor forces (which can be leveraged through training) but you have to transport the resources - in Imp2 (early modern) for domestic resources you build roads. For overseas resources, you build a port, build roads to a port, and allocate ships. Ships must be allocated between resource imports, trade, and combat. In Imp1 (ive only played the demo) you have to expend resources on factory capacity, and building a rail line isnt enough - you have to build and allocate rolling stock.
However you do NOT have to establish supply lines to your forces. All of the above economic model is needed to BUILD forces. While you need food to support forces (as well as labor) you dont actually have to establish a line of communication to them. Lessens the realism of that side of things.
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