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User:Jellyfishgreen/Railhead

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Logistics: Railhead RAILHEAD, a game of 1800's warfare with logistics

  • Note that "Artillery/Scout/Infantry" in the previous idea could also translate to Napoleonic warfare (Risk, Little Wars).
  • Among other things this translates the artillery ranges to a smaller scale (somewhere between direct cannon fire and the explosive shell)
  • What if we tried focusing purely on an enjoyable "victory-through-logistics" simulation?
  • Idea: Your armies on the front lines need a certain amount of resupply per day to fight effectively
  • The actual army combat is either simplified enough to be manageable at the same time as your logistics, or handed off to an AI? Choice of 2 general's hats, or both?
  • Also AI can run logistics, especially as enemy or in combat training.
  • The opposition is similarly presented (France vs Prussia, say, or Redosia vs Bluegaria) ..Industrial Heartland vs Motherland...
  • Turn-based and probably hex
  • Auto-form between armies and nearest supply depot? No.
  • Or always onus on player to place (?cheap cache) manually if expecting to hold a position? Yes.
  • armies only resupply themselves when moved onto a cache/depot/base (/town scavenging/friendly army)
  • Resources for the player: time, monetary cost (and attention)
  • Money resource represented by War Chest.

War Chest[edit]

  • fixed for a given scenario? eg training
  • receives updates * income from government, periodically
  • or bonus-based eg capturing cities (or scenario ends if x captured)
  • or could be designed out altogether, if Time is the resource

Army[edit]

  • Perhaps, like Risk or Hex Empire, not actually distinguishable as soldiers or artillery * generic army units, considered as soldiers.
  • Reinforcements (bringing *soldiers* to the front) was actually key in Hex Empire
  • Chief role is to fight at front.
  • Side role to protect logistics ie supply dumps.
  • Troops have a certain max troop strength & max carrying capacity & max morale.
  • Bought? Or present in full strength at start and up to you to manage through the scenario?
  • Approx scale: 1 infantry unit = 1 company (80 infantry? approx 60-200 historically) in 4 platoons
  • 1 unit per hex, normally, unless passing through or melee
  • Formations are important. What officer assists in keeping formations?
  • every unit has a flag? insignia carried by ensign? or option for colour party morale booster - one per brigade affects all adjacent countrymen
  • toy soldier art concepts.

Troop Strength[edit]

  • Troops gain replacements ie automatically 'regenerate' when in supply, proportional to the rate of supply. Also reflects better food/better hospitals at the bigger bases.
  • Defined max for each unit type, will only regen up to original max
  • Stackable? see Combat.

Carrying Capacity[edit]

  • Reflects how many supplies are actually carried by the troops when they leave the depot (staging area)
  • armies only resupply themselves when moved onto a cache/depot/base (/town scavenging?/friendly army)
  • or between adjacent armies? sharing supplies if sharing hex.
  • captured enemy caches?
  • Usage rate:
  • Resupply rate:
  • when supplies run out (or on approach to zero), starvation casualties mount

Morale[edit]

  • raised ++ by victory
  • lowered by casualties
  • drops slowly when bored/idle (?weather) (except in a town * entertainment)
  • increases slowly (to max) when >50% CC
  • decreases slowly (to min) when <50% CC (&++ starvation or scrounging)
  • automatic surrender rule when attacked, if certain conditions are true (recognize hopeless situation)
  • such as: supply lines cut, no adjacent friendlies, neighbors have surrendered
  • Prepare separate Morale table, with all possible modifiers, unique ID 000-999

Unit Types[edit]

  • Infantry: move x, attacks adjacent hex, medium damage, medium defense
  • Cavalry: move x*2, attacks adjacent hex, light damage/defense (the Scout/Skirmish role), +charge ability (like little-wars) (bonus negated if already in adjacent hex at start of move)
  • Artillery: move x/3, attacks non-adjacent hex (ranged), heavy damage, low defense, retreat from cavalry charge/melee (abandoning guns)

Combat[edit]

  • heh! Not the key point but it needs to make sense!
  • For now throw in some borrowed Combat Results Table for attack/defense
  • Moderated by terrain type, morale, cavalry charges, experience
  • see free wargame links such as "march towards the sound of guns" or "cannonade". http://www.angelfire.com/games2/warpspawn/Can.html
  • keeping att/def low and attrition low (except for drastic actions like melee) emphasizes supply bonuses and surrendering making the difference. (Like Little Wars, surrendering or retreating would happen before a total wipeout, even with overwhelming force.)

Simultaneous Turn Resolution[edit]

  • idea: like LSN, there is an "orders" phase then an "execution" phase
  • units may find themselves caught out by unanticipated enemy movement eg same destination hex: melee
  • Solium has same concept, PBEM but not simultaneous execution
  • "orders" is closer to concept of the day.

Limited Orders[edit]

  • Limited number of orders available per turn(not all units can move) like Solium, HexCommand, Memoir44. Reduces micromanagement & raises strategic thinking requirements. Same restriction on enemy obviously.
  • This may be linked to number of Commander units on the field (Brigadier Generals) or increased somewhat by purchasing them as a unit. Logically commanders could give extra orders to units they are in contact with at start of turn.

Logistic Buildings[edit]

  • able to set up bases? then move (or dismantle & rebuild) bases after advancing? "engineer" corps considered invisible except when actually building.
  • Unlimited engineer corps * or another resource to manage/limiting factor on how many simultaneous road/base/bridge efforts?
  • fortification upgrades? or existing? Bunkers (anti-siege), walls (anti-inf), wire/ditch (anti-cav), & new description automatic based on upgrades eg fortress
  • Single-hex supply dumps might be in the centre of a 6-hex fortress (eg Halifax); might be a port, part of a town, city, etc.
  • Map scale might be: a city, and outlying villages and farmland, rarely two cities would be close enough to be shown in entirety on same battle map?

Factories[edit]

  • Begin with at least one: main source(s) of supply
  • What makes new available? Where located: cities only?
  • Capturable from enemy.
  • flavor only: munitions, food, clothing (boots, beans, bullets)
  • Actual production referred to generically as supplies. (supply units)
  • Flavor: The Old Mill. (on a river of course) Pembrose Nitrates. Acme Bandages.

Supply Dumps[edit]

  • Storage, like energy; supply buffers
  • Cheaper(?existing buildings) if placed in cities
  • 3 grades
  1. low: supply cache (?supply dump?): cheapest to build, low capacity
  2. (?medium low: supply dump? only if balance point needed)
  3. medium: supply depot: medium
  4. high: supply base (?centre?): high
  • cost recovered (eg 60%) when dismantling
  • upgradeable

Logistic Routes[edit]

  • Begin with a certain amount pre-existing between cities. IE historical roads.
  • Placed (by player) between cities, or arbitrary points, ie building the network not the nodes
  • must place supply nodes (buildings) as above.
  • Road building required to upgrade routes, cost varies with length (hex by hex progress, managed by AI engineers)
  • Upgrade in stages (1->2->3->4) or allow jumps (1->4)?
  • When upgraded: try an option where all units switch to next type, or enough to give same equivalent capacity, if already in pool, and return to pool. Eg new road, return 4 mules to pool, take 2 carts from pool, (maybe player just clicks OK ?or can tweak default numbers to see new capacity before clicking OK)
  • Reduces player micromanagement of results of previous decision to upgrade, by doing the logical. They can then add more units themselves.
  • When all are removed from a route, gray out marker and/or remove highlight from route. (Road is still present, route marker, but no traffic.) Handle mule paths differently?
  • Smart reconfig if new depot placed on existing route. (new autoassigned marker, etc)

Logistic Units[edit]

  • automoved by AI once placed on a route (click on route marker (RedBallExpress))
  • automove at end of turn, allowing player override during turn?
  • can be attacked directly by armies
  • can be removed from a route and returned to a central 'pool' eg right-click on route marker.
  • Sidebar "motor pool" display should show with labelled icons (& icon bar or fuel gauge) & numbers how many of each type are in use/total owned eg Mules 7/10, Carts 4/4. "Mule pool" heh. Horseheads with blinders. (+)(Buy) and (-)(Sell) buttons for each row. --what if more than 10? Scaling icons to represent a percentage rather than just 1? What does 20 overlapping small pixelated mule heads look like? Available units in highlight or border, in-use units lowlighted. See "Antarctic Colony" flash eg.
  • Assume units can place immediately anywhere from pool, ie mules 'move' instantly from one side of the map to the other.

Types[edit]

Ranked by capacity (and susceptibility to damage) and terrain requirements; cost

  • Pack Mule: Requires minimal/footpath (eg even into the mountains, but not straight up cliffs or rivers). (no wheels)
  • Horse Cart: Requires dirt road, river ford, floating bridge (2 wheels)
  • Wagon/Truck: Requires paved road, road bridge (4 wheels)
  • Rail car : Requires rail track, station, railhead, rail bridge (8 wheels)
  • How to represent >1 mule? >1 train car?

Optional: Waterways, canals, barges,

Resupply rate Formula[edit]

Formula: Resupply rate = capacity of carriers * number of carriers * route length (?* fudge)

  • Carriers will attempt to fully load themselves from supply depot/source
  • Direction of flow (source->drain) is always heartland factory -> army in field

eg. army1 resupply = 3 pack mules over 7 kilometers

Resultants[edit]

  • when building or extending a railroad, placing cheap caches as you go allows you to reap benefit before reaching intended extent. Railhead
  • Armies have a better chance of intercepting attacks on their depot if placed away from depot (out of supply?adjacent) & also you need to move out of supply to advance. Balance for player risk/reward.
  • must game min/max scenarios ie what limits on infinite mules on one route?
  • if not stackable * then solves this one: all armies stacked on one base. Defeat that! * cut rail line. Hit railcars with artillery. * what if all armies stacked on factory? No rail line.

Loss Conditions[edit]

  • armies wiped out. All armies wiped out. Recognize endgame.
  • logistics wiped out. Recognize endgame if warchest empty.
  • engineers wiped out. Recognize endgame if warchest empty.

Win Conditions (Objectives)[edit]

  • eliminate all enemy armies
  • capture and hold all enemy cities
  • training/scenario objectives: certain cities, certain factories, build x depots, connect city x by rail
  • protect special units eg entertainers or VIPs
  • surrender to revolutionary forces

Strategies & Fun[edit]

  • Keep your armies in supply to keep them alive! Rotate wounded to rear.
  • Advance armies to capture cities * and bring up supply lines behind them.
  • Upgrade routes (combat engineers) or dismantle, upgrade depots or dismantle
  • Repair cut or bombed routes, bridges, chase away enemy! Keep "Red Ball Express" moving!
  • Take over enemy supply depots (?and blow up to prevent recapture?)
  • Take over enemy cities and factories to increase production (/gain new units?)
  • Starve enemy armies by cutting rail lines, encircle and demolish them

Linkys[edit]

Napoleon at War http://www.freeverse.com/mac/product/?id=9001 http://www.armchairgeneral.com/the-practical-art-of-moving-armies.htm

Free Rules selection http://freewargamesrules.co.uk/index.php?page=napoleonic

http://www.kamikazewargames.com/index.htm

http://sourceforge.net/projects/wargame/ (Ogre3DJava, non-hex, nice map, compiled for Windows) http://sourceforge.net/projects/sdlwargame/ (Utilities, 0.1, not updated since 2005)

Glossary[edit]

glossary to have links into text of design document later.

--Jellyfishgreen 11:43, 15 December 2009 (UTC)