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Editing User:Jellyfishgreen/Railhead

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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, Little Wars).
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* 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)  
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* 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.
* 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?  
 
* 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)
 
* Smart reconfig if new depot placed on existing route. (new autoassigned marker, etc)
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== 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
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Carriers will attempt to fully load themselves from supply depot/source
* Direction of flow (source->drain) is always heartland factory -> army in field
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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
  

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