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Logistics Question

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Level 7 Human Grand Admiral
Alignment: Chaotic
Location: Unknown
Posted on October 28, 2011 at 5:44 pm

I know that a unit with a high logistics skill can replenish itself in the field, but does this apply to cities as well? For instance, will a maxed out logistics unit be able to resupply a city when it garrisons in it?

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on October 28, 2011 at 9:49 pm

When units camp in the field they automatically scavenge a small amount of food. If a unit has a high logistics skill they can scavenge more than they consume allowing them to replenish their supplies.

So to answer your question, units can't really replenish a city because they need to be out in the field to camp and scavenge.

As a warning, a unit's view distance drops dramatically when camping and they are much more vulnerable to attack for about 30 seconds after they break camp.

Level 8 Human Truffle Farmer
Alignment: Good
Location: Australia
Posted on November 1, 2011 at 12:52 am

Except in the far north or when campaigning in winter its almost never viable to 'camp'. Food is plentiful most of the time and can eaily be brought up with a little forethought most of the time.

I found it to be a mostly redundant command. Even when seiging there is almost always a farm nearby that will keep your troops fed until the city falls. After that only a garrison is required which the farm plus city supply network connection can easily cover.

Level 21 Extraplanar gamer
Alignment: True neutral
Location: Toronto
Posted on November 1, 2011 at 7:00 am

The scarcity of food in the north was intended to add the challenge of managing food when campaigning in locations more remote from the map core. At the risk of making the game too hard or too dependent on logistics, perhaps we made food more plentiful in the southern areas than we should have.

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on November 1, 2011 at 10:05 am

Admittedly, camping and foraging was a feature that didn't prove as useful as we originally hoped. We made a few changes in Gold to try to make it more useful but it still wasn't effective enough to justify its inclusion.

I don't know if you've read the PC Gamer article on the Rome announcement, but the camping/foraging system is a good example for the last section of the kind of sub-optimal feature we decided to trim to make room for better and more useful features.

So in Hegemony Rome we've overhauled the system completely so that now constructing a camp when you first move into an area to campaign will be key to a successful strategy.

Level 8 Human Truffle Farmer
Alignment: Good
Location: Australia
Posted on November 2, 2011 at 11:38 pm

A little confused as to why a camp is a key to a successful strategy. The article was a nice read but it didn't go into much depth yet apart from using camps to construct seige equipment. Do you plan on having a fatigue system so you need to rest before you attack, or will seiges take much much longer and so reduced food consumption plus node access in the camp is required to seige properly or.... somehting else?

Also, will this then limit the other factions in sandbox without camps?

Level 16 Extraplanar gamer
Alignment: True neutral
Posted on November 3, 2011 at 1:06 am

We'll be getting into some of the new strategies for Rome in the coming weeks/months but camps in Rome also replace the fixed fort system from PoM/Gold so in addition to using them to construct siege equipment and resupply your troops you'll also use them to secure your borders and establish footholds in enemy territory.

As with the sandbox mode in gold, you will be able to do things with the non-roman factions in the Rome sandbox that aren't historically accurate but make the gameplay more balanced and interesting.