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''' Logistics: Railhead '''
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Logistics: Railhead
'' RAILHEAD, a game of 1800's warfare with logistics ''
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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).
+
- Note that "Artillery/Scout/Infantry" in the previous idea could also translate to Napoleonic warfare (Risk,  
* 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?
+
Little Wars).
* Idea: Your armies on the front lines need a certain amount of resupply per day to fight effectively
+
- Among other things this translates the artillery ranges to a smaller scale (somewhere between direct cannon fire  
* 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.
+
and the explosive shell)
* The opposition is similarly presented (France vs Prussia, say, or Redosia vs Bluegaria) ..Industrial Heartland vs Motherland...
+
- What if we tried focusing purely on an enjoyable "victory-through-logistics" simulation?
* Turn-based and probably hex
+
- Idea: Your armies on the front lines need a certain amount of resupply per day to fight effectively
* Auto-form between armies and nearest supply depot? No.
+
- The actual army combat is either simplified enough to be manageable at the same time as your logistics, or  
* 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)
+
handed off to an AI? Choice of 2 general's hats, or both?
* Resources for the player: time, monetary cost (and attention)
+
- Also AI can run logistics, especially as enemy or in combat training.
* Money resource represented by War Chest.  
+
- 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 ==
 
== War Chest ==
* fixed for a given scenario? eg training
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- fixed for a given scenario? eg training
* receives updates * income from government, periodically
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- receives updates - income from government, periodically
* or bonus-based eg capturing cities (or scenario ends if x captured)
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- or bonus-based eg capturing cities (or scenario ends if x captured)
* or could be designed out altogether, if Time is the resource
+
- or could be designed out altogether, if Time is the resource
 
== Army ==
 
== Army ==
* Perhaps, like Risk or Hex Empire, not actually distinguishable as soldiers or artillery * generic army units, considered as soldiers.
+
- Perhaps, like Risk or Hex Empire, not actually distinguishable as soldiers or artillery - generic army units,  
* Reinforcements (bringing *soldiers* to the front) was actually key in Hex Empire
+
 
* Chief role is to fight at front.  
+
considered as soldiers.
* Side role to protect logistics ie supply dumps.
+
- Reinforcements (bringing *soldiers* to the front) was actually key in Hex Empire
* Troops have a certain max troop strength & max carrying capacity & max morale.
+
- Chief role is to fight at front.  
* Bought? Or present in full strength at start and up to you to manage through the scenario?
+
- Side role to protect logistics ie supply dumps.
* Approx scale: 1 infantry unit = 1 company (80 infantry? approx 60-200 historically) in 4 platoons
+
- Troops have a certain max troop strength & max carrying capacity & max morale.
* 1 unit per hex, normally, unless passing through or melee
+
- Bought? Or present in full strength at start and up to you to manage through the scenario?
* 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 ===
 
=== Troop Strength ===
* 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.
+
- Troops gain replacements ie automatically 'regenerate' when in supply, proportional to the rate of supply. Also  
* Defined max for each unit type, will only regen up to original max
+
 
* Stackable? see Combat.
+
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 ===
 
=== Carrying Capacity ===
* Reflects how many supplies are actually carried by the troops when they leave the depot (staging area)
+
- 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)
+
- armies only resupply themselves when moved onto a cache/depot/base (/town scavenging?/friendly army)
* or between adjacent armies? sharing supplies if sharing hex.
+
- or between adjacent armies? sharing supplies if sharing hex.
* captured enemy caches?
+
- captured enemy caches?
* Usage rate:
+
- Usage rate:
* Resupply rate:
+
- Resupply rate:
* when supplies run out (or on approach to zero), starvation casualties mount
+
- when supplies run out (or on approach to zero), starvation casualties mount
 
=== Morale ===
 
=== Morale ===
* raised ++ by victory
+
- raised ++ by victory
* lowered by casualties  
+
- lowered by casualties  
* drops slowly when bored/idle (?weather) (except in a town * entertainment)
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- drops slowly when bored/idle (?weather) (except in a town - entertainment)
* increases slowly (to max) when >50% CC
+
- increases slowly (to max) when >50% CC
* decreases slowly (to min) when <50% CC (&++ starvation or scrounging)
+
- decreases slowly (to min) when <50% CC (&++ starvation or scrounging)
* automatic surrender rule when attacked, if certain conditions are true (recognize hopeless situation)
+
- automatic surrender rule when attacked, if certain conditions are true (recognize hopeless situation)
* such as: supply lines cut, no adjacent friendlies, neighbors have surrendered
+
- such as: supply lines cut, no adjacent friendlies, neighbors have surrendered
* Prepare separate Morale table, with all possible modifiers, unique ID 000-999
+
- Prepare separate Morale table, with all possible modifiers, unique ID 000-999
 
=== Unit Types ===
 
=== Unit Types ===
 
* Infantry: move x, attacks adjacent hex, medium damage, medium defense
 
* 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)
+
* Cavalry: move x*2, attacks adjacent hex, light damage/defense (the Scout/Skirmish role), +charge ability (like  
* Artillery: move x/3, attacks non-adjacent hex (ranged), heavy damage, low defense, retreat from cavalry charge/melee (abandoning guns)
+
 
 +
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 ===
 
=== Combat ===
* heh! Not the key point but it needs to make sense!
+
- heh! Not the key point but it needs to make sense!
* For now throw in some borrowed Combat Results Table for attack/defense
+
- For now throw in some borrowed Combat Results Table for attack/defense
* Moderated by terrain type, morale, cavalry charges, experience
+
- 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
+
- see free wargame links such as "march towards the sound of guns" or "cannonade".  
* 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.)
+
 
 +
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 ==
 
== Simultaneous Turn Resolution ==
* idea: like LSN, there is an "orders" phase then an "execution" phase
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- 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
+
- units may find themselves caught out by unanticipated enemy movement eg same destination hex: melee
* Solium has same concept, PBEM but not simultaneous execution
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- Solium has same concept, PBEM but not simultaneous execution
* "orders" is closer to concept of the day.  
+
- "orders" is closer to concept of the day.  
 
== Limited Orders ==
 
== Limited Orders ==
* 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.
+
- Limited number of orders available per turn(not all units can move) like Solium, HexCommand, Memoir44. Reduces  
* 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.
+
 
 +
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 ==
 
== Logistic Buildings ==
* able to set up bases? then move (or dismantle & rebuild) bases after advancing? "engineer" corps considered invisible except when actually building.  
+
- able to set up bases? then move (or dismantle & rebuild) bases after advancing? "engineer" corps considered  
* 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
+
invisible except when actually building.  
* 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.
+
- Unlimited engineer corps - or another resource to manage/limiting factor on how many simultaneous  
* 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?
+
 
 +
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 ===
 
=== Factories ===
* Begin with at least one: main source(s) of supply  
+
- Begin with at least one: main source(s) of supply  
* What makes new available? Where located: cities only?
+
- What makes new available? Where located: cities only?
* Capturable from enemy.
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- Capturable from enemy.
* flavor only: munitions, food, clothing (boots, beans, bullets)
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- flavor only: munitions, food, clothing (boots, beans, bullets)
* Actual production referred to generically as supplies. (supply units)
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- Actual production referred to generically as supplies. (supply units)
* Flavor: The Old Mill. (on a river of course) Pembrose Nitrates. Acme Bandages.
+
- Flavor: The Old Mill. (on a river of course) Pembrose Nitrates. Acme Bandages.
 
=== Supply Dumps ===
 
=== Supply Dumps ===
* Storage, like energy; supply buffers
+
- Storage, like energy; supply buffers
* Cheaper(?existing buildings) if placed in cities  
+
- Cheaper(?existing buildings) if placed in cities  
* 3 grades
+
- 3 grades
 
# low: supply cache (?supply dump?): cheapest to build, low capacity
 
# low: supply cache (?supply dump?): cheapest to build, low capacity
 
# (?medium low: supply dump? only if balance point needed)
 
# (?medium low: supply dump? only if balance point needed)
 
# medium: supply depot: medium
 
# medium: supply depot: medium
 
# high: supply base (?centre?): high
 
# high: supply base (?centre?): high
* cost recovered (eg 60%) when dismantling
+
- cost recovered (eg 60%) when dismantling
* upgradeable
+
- upgradeable
  
 
== Logistic Routes ==
 
== Logistic Routes ==
* Begin with a certain amount pre-existing between cities. IE historical roads.
+
- 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
+
- Placed (by player) between cities, or arbitrary points, ie building the ''network'' not the nodes
* must place supply nodes (buildings) as above.
+
- 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)
+
- 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)?
+
- 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)  
+
- When upgraded - try an option where all units switch to next type, or enough to give same equivalent capacity,  
* 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?  
+
if already in pool, and return to pool. Eg new road, return 4 mules to pool, take 2 carts from pool, (maybe player  
* Smart reconfig if new depot placed on existing route. (new autoassigned marker, etc)
+
 
 +
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 ==
 
== Logistic Units ==
* automoved by AI once placed on a route (click on route marker (RedBallExpress))
+
- automoved by AI once placed on a route (click on route marker (RedBallExpress))
* automove at end of turn, allowing player override during turn?
+
- automove at end of turn, allowing player override during turn?
* can be attacked directly by armies
+
- can be attacked directly by armies
* can be removed from a route and returned to a central 'pool' eg right-click on route marker.  
+
- 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.
+
- Sidebar "motor pool" display should show with labelled icons (& icon bar or fuel gauge) & numbers how many of  
* Assume units can place immediately anywhere from pool, ie mules 'move' instantly from one side of the map to the other.
+
 
 +
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 ===
 
=== Types ===
 
Ranked by capacity (and susceptibility to damage) and terrain requirements; cost
 
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)
+
- Pack Mule: Requires minimal/footpath (eg even into the mountains, but not straight up cliffs or rivers)
* Horse Cart: Requires dirt road, river ford, floating bridge (2 wheels)
+
- Horse Cart: Requires dirt road, river ford, floating bridge
* Wagon/Truck: Requires paved road, road bridge (4 wheels)
+
- Truck: Requires paved road, road bridge
* Rail car : Requires rail track, station, railhead, rail bridge (8 wheels)
+
- Rail car : Requires rail track, station, railhead, rail bridge
* How to represent >1 mule? >1 train car?
+
- How to represent >1 mule? >1 train car?
 
Optional: Waterways, canals, barges,  
 
Optional: Waterways, canals, barges,  
 
== Resupply rate Formula ==
 
== Resupply rate Formula ==
 
Formula: Resupply rate = capacity of carriers * number of carriers * route length (?* fudge)
 
Formula: Resupply rate = capacity of carriers * number of carriers * route length (?* fudge)
* Carriers will attempt to fully load themselves from supply depot/source
+
Carriers will attempt to fully load themselves from supply depot/source
* Direction of flow (source->drain) is always heartland factory -> army in field
+
Direction of flow (source->drain) is always heartland factory -> army in field
 
eg. army1 resupply = 3 pack mules over 7 kilometers
 
eg. army1 resupply = 3 pack mules over 7 kilometers
  
 
== Resultants ==
 
== Resultants ==
* when building or extending a railroad, placing cheap caches as you go allows you to reap benefit before reaching intended extent. '''Railhead'''
+
- when building or extending a railroad, placing cheap caches as you go allows you to reap benefit before reaching  
* 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?
+
intended extent. '''Railhead'''
* 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.  
+
- 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 ==
 
== Loss Conditions ==
* armies wiped out. All armies wiped out. Recognize endgame.
+
- armies wiped out. All armies wiped out. Recognize endgame.
* logistics wiped out. Recognize endgame if warchest empty.
+
- logistics wiped out. Recognize endgame if warchest empty.
* engineers wiped out. Recognize endgame if warchest empty.
+
- engineers wiped out. Recognize endgame if warchest empty.
 
== Win Conditions (Objectives) ==
 
== Win Conditions (Objectives) ==
* eliminate all enemy armies
+
- eliminate all enemy armies
* capture and hold all enemy cities
+
- capture and hold all enemy cities
* training/scenario objectives: certain cities, certain factories, build x depots, connect city x by rail
+
- 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 ==
 
== Strategies & Fun ==
* Keep your armies in supply to keep them alive! Rotate wounded to rear.
+
- 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.
+
- Advance armies to capture cities - and bring up supply lines behind them.
* Upgrade routes (combat engineers) or dismantle, upgrade depots or dismantle
+
- Upgrade routes (combat engineers) or dismantle, upgrade depots or dismantle
* Repair cut or bombed routes, bridges, chase away enemy! Keep "Red Ball Express" moving!
+
- 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 supply depots (?and blow up to prevent recapture?)
* Take over enemy cities and factories to increase production (/gain new units?)
+
- Take over enemy cities and factories to increase production (/gain new units?)
* Starve enemy armies by cutting rail lines, encircle and demolish them
+
- Starve enemy armies by cutting rail lines, encircle and demolish them
  
 
== Linkys ==
 
== Linkys ==
Line 169: Line 225:
 
== Glossary ==
 
== Glossary ==
 
glossary to have links into text of design document later.
 
glossary to have links into text of design document later.
* http://en.wikipedia.org/wiki/wagonway
+
wagonway
* lorry
+
lorry
* gurney
+
gurney
* http://en.wikipedia.org/wiki/locomotive
+
locomotive
* steamer
+
steamer
* http://en.wikipedia.org/wiki/fusillier
+
fusillier
* http://en.wikipedia.org/wiki/grenadier
+
grenadier
* http://en.wikipedia.org/wiki/dragoon
+
dragoon
* http://en.wikipedia.org/wiki/Horse-drawn_vehicle  
+
http://en.wikipedia.org/wiki/Horse-drawn_vehicle  
* (2-wheeled Cart, 4-wheeled Wagon)
+
(2-wheeled Cart, 4-wheeled Wagon)
* Covered Wagon  http://en.wikipedia.org/wiki/Conestoga_wagon
+
Covered Wagon  http://en.wikipedia.org/wiki/Conestoga_wagon
* Railhead http://en.wikisource.org/wiki/Rail-Head
+
http://dwarffortresswiki.net/index.php/User:Jellyfishgreen/Railhead
* http://dwarffortresswiki.net/index.php/User:Jellyfishgreen/Railhead
 
 
 
--[[User:Jellyfishgreen|Jellyfishgreen]] 11:43, 15 December 2009 (UTC)
 

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