An army cut off from supply weakens, and one tile of road must not heal it
Supply lines give war games their shape, but a clean on-off rule can be played: touch a depot for one moment and all the hunger is forgotten. This entry shows how to make being cut off cost something, and recovery take as long as it should.
Why this works
Hunger builds slowly and fades slowly. Keeping a running count of how long the need has gone unmet, and letting it fall more gently than it rose, makes a lack of supply a lasting worry instead of a switch that one touch resets.
When not to use it
Leave it out for short, fast battles, where nobody is cut off long enough to feel it, and for casual games where losing strength out of sight would feel unfair. There, show the supply line plainly and simply stop an army from advancing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 18 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "An army cut off from supply weakens, and one tile of road must not heal it" (read_entry supply-attrition-gradual-recovery) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP