Strategy game logistics




















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I believe it may even get a mention in "Art of War". The single best to my knowledge implementation of logistics in a strategy game was in Gary Grigby's War in the Pacific. While land supply was a little abstracted, supplies were otherwise loaded onto ships which could be attacked by land based air units, subs, etc. In fact, WITP has been called a logistic simulator with a combat engine tacked on, but that models the actual war pretty well, too. The big problem I see with having an excessive emphasis on logistics is that it can add a lot of cruft without really enriching the player's experience.

It can also be a technical challenge to make the AI decide to load up a truck and send it out to the troops. In practice, it seems like the most common solution is just to allow units to track back a supply line to a friendly base or area. OTOH, it might be interesting to see a game modeled around trying to supply an army and let the fighting be relatively abstract. Given the problems that the Allies had with supplying their troops after Overlord, it would be an interesting challenge to simulate the Red Ball Express.

Maybe call the game Beans, Bandages, and Bullets Army during the Louisiana Manuevers and work through scenarios like trying to supply the 6th Army during Stalingrad and so on. You would have to plan ahead and request supplies based on what the war situation was looking like, too -- a defensive battle would mean lots of ammo and whatnot, while an offensive battle would need fuel and soldiers.

Considering that plenty of people like city builders and other economy games I don't see why logistics would be a huge problem. Raiding caravans was plenty fun in Majesty and other games has similar stuff. I have often started to design games in this category, although as some of the previous replies say, is it really fun? My personal opinion is that it should be doable.

You really need to find fun aspects of the logistics so it's as fun as conquering enemy territory. Making supply visual and semi-automatic could be one way ahead. Instead of moving lorries, you could setup setup supply routes. There should probably be routes generated for you so all you need to do is tweak them. That way it can be reused for the AI.

This is one of my all time favorites although not the remake I would try Warrior kings. There was not much in the way of logistics bit it was a great game. The premise is that archers had a limited supply of arrows meaning an army had to have a supply wagon which also doubled as a medical wagon and each village you created was a hub where reasources were stockpiled and had to be sent to your castle with carts.

These mechanics added depth to the game but it was still accessable. The relience on supply wagons also mean that large armies were more common than tiny ones as you get in some strategy games. Log In. Sign Up. Remember me. Forgot password? Don't have a GameDev. Sign up. Email Address. Careers Careers. Learn about game development. Follow Us. Chat in the GameDev. Back to Game Design and Theory. Logistics in a Strategy Game. Game Design and Theory Game Design. Started by samgj March 25, PM.

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