SuperPower's new military units movement system

As it has been hardly suggested, we implemented a new logistic system to prevent countries from being able to move military units from one side of the globe to the other. The new movement system imposes constraints to unit movement and gives importance to naval units, which are now necessary to support movement to foreign parts of the globe.

There's a difference between naval and non naval units in the new movement rules.

Naval units

Here's a view of the naval routes network. It takes a game turn to move from one navpoint to the other, so moving fleets across oceans takes time.

When in international waters, naval units can move to connecting navpoints.

They can move to coastal cities or bases that are connected the navpoint they are in.

If the naval units are in a coastal city or base, they can go to the nearest navpoint or to other coastal cities or bases connected to the same navpoint.

All of this might appear a bit complicated, but you don't have to worry about it. Available legal movements are highlighted on the map when moving units, so you know where you can go and where you can't.

Ground and air units

These are a little bit more complex, and they depend on the intent. We presume that all units are air lifted.

If the intent is friendly, then you can go anywhere in a week. After all, if the target country gives you permission, you can land just about everywhere in their airport and use their logistics.

If the intent is unfriendly, then we take air spaces into consideration.

A country can move to all his cities and bases, and to any cities or bases in countries it controls. It can also move units to any allied cities or bases, and to any city in a country where it has a base. Also, it can move units to any of these countries neighbors.

Finally, a country can move units to any coastal city or base connected to a naval navpoint it has units in.


Let's break it down with examples:

Here's the western hemisphere range of influence for a US hostile move. You can see that most of Europe is covered through its alliances, and the Panama base gives some range in Central America.

Here's the same for the eastern hemisphere. United Stated can reach its allies neighbors, but can't invade China, most of Africa and South-Eastern Asia without first positioning fleets in nearby naval navpoints for support.

China is a lot more restricted since it doesn't have allies or military bases in foreign countries. It then can only move to its direct neighbors.

Russia's alliance with Ukraine extends its movement possibilities to Eastern Europe.

Positioning naval units in East China Sea provides the necessary support to move military units from Los Angeles to China's coastal cities and bases, as well as all other Asian cities and bases connected to this navpoint.

Note that the Empire thematic map is always used when moving troops for greater clarity. A city or base controlling country's name is now shown when the controlling country is not the home country. This clarifies the impacts of a move a lot.

As always, the same rules apply to both the player and AI-controlled countries.

Notes on SuperPower's economic model

We've had a lot of questions regarding the relations between budget and money, between trade and money, units upgrade, etc. So we'll try to address them here, and give additional explanations if possible from what you've had in the manual.

Budget

A country receives money every turn. This money has many sources: the main one is taxing the GNP. You also have revenues from trade, and you can have help from the international community. All this is taken into the same pool.

You then have upkeep expenses. These are represented as green bars in the budget window. These represent money automatically taken out at the beginning of every turn. The upkeep expenses are fixed. You can move the budget values and the green bar won't move. In that way, you can move between underfinancing a sector (if there's a red bar) to generating a surplus (blue bar).

Some countries are very poor, and they can't afford to finance all their upkeep expenses. If they did, they would never have any surplus, and the surplus money is the "play money". It's the money used to do actions. So we added in a way to voluntarily underfinance a upkeep expense, thus lowering the amount the upkeep expenses represent on the economy of the country. You can toggle between the budget and the upkeep expenses with the buttons just above the budget categories.

The upkeep is represented in percent values. A rich country should always decide to fully finance its upkeep fees, but poorer countries may have no other choice than to underfinance certain sectors to help others, or to get some freedom of action.

Case study

Country A has a GNP of 1000$. It's taxed evenly at 10% per turn. It also is selling meat to country C, a trade that represent 20$ per turn. It also is buying gold to country B for 10$.

At the beginning of turn 1, Country A will receive the following:

  • 100$ from the internal production
  • 20$ from the trade with country C

It's then substracted the following

  • 10$ for the trade with country B
  • 80$ for other upkeep fees (administration, military, buildings, etc.)

Country A thus generates a surplus of 30$. That 30$ is added to the available funds and given to the country to enable it to make actions. Of that 30$, Country A spends 25$ in various actions, including a buildup of its military strength.

At the turn 2, country C breaks the trade aggreement because it's underfinancing the commerce sector of its budget.

Income:

  • 100$ from internal production

Expenses:

  • 10$ for the trade with country B
  • 92$ for upkeep (military and buildings upkeep has risen because of the actions in turn 1)

Surplus: -2$ which is added to the previous available funds of 5$ (the money remaining from turn 1). At the start of turn 2, the country now has LESS money, 3$, for actions.

Upgrading units.

When hitting the "confirm" button, you're automatically charged the necessary amount out of your available money. This isn't taken at the end of the turn like with other actions. If you're lacking the funds at the moment, they will be deducted over time in your fixed expenses, in the "military" section.

Permission is granted to quote, copy, or otherwise reproduce the materials on this page, provided that the material is not modified and that the following copyright notice is retained on each and every copy :

Copyright © 2001-2002 GolemLabs Laboratories Inc. - All rights reserved.