From: east coast, usa
were there any changes to supply in version IV versus version III?
From the What's New:
II. SUPPLY ENHANCEMENTS:
1. Motorized Movement on Improved Roads: There is now a designer option to divide the MP cost of motorized units on improved roads by a divisor that can range from 1 to 10. A setting of 2 makes the MP cost ½ MP, for example. This also affects the supply trace when New Supply is in use. Supply traced over other than improved road hexes will pay costs x divisor. So with a setting of 2, for example, inland supply in the desert will attenuate at twice the rate it previously did – making inland desert operations more realistically difficult. The default value is 1, which gives no motorized benefit on improved roads – or supply effect (i.e. just like under 3.4 and before).
2. Limit removed on Unit Supply Recovery per Turn: Increased from 50 to 150. So, if the location is lush enough, a fully depleted unit can recover full supply in a single turn.
3. Intermediate Supply State: There is now a new supply state that falls between “Supplied” and “Unsupplied”. It’s called “Overextended”. If used, it will allow a designer to realistically impede units from continuing to press on indefinitely at red unit-supply conditions. Units in this state will have to slow down enough to keep their unit supply levels above their desertion levels – or wither away.
A unit is “Overextended” if it has a line-of-communications to a supply point but is far enough from any supply source to be in a hex with lower location supply level than the designer-set “Overextended Supply Threshold”. For example, if that threshold were 6, then any hex with a supply level of 5 or lower would be “Overextended”.
The default setting for the threshold is 0 – making it impossible for any hex to qualify for the new state. Therefore, only scenarios specifically edited for it will employ this feature.
“Overextended” units receive supply normally.
However, they also suffer desertion losses during the interturn calculations the same as if they were “Unsupplied” – except that those losses go to the “On Hand” pool, not the dead pile. To review, such losses start when the unit-supply level drops below (100 - unit proficiency). The percent loss per turn is scaled by turn intervals per week.
“Overextended” units only receive replacements if they are not suffering desertions (their unit-supply level is above (100 – unit proficiency)).
“Overextended” hexes have a different supply font from the normal supply font in the supply display, for information purposes.
Note that, since this effect was scaled by turn-interval, the attrition due to being unsupplied was also given that factor as well, for consistency. So, unsupplied units will now melt away faster in full-week turns than in 6-hour turns, etc.