Easy Logistics: Difference between revisions

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{{quote|''"An Army marches on its stomach."''|'''[[Napoleon Bonaparte]]''', explaining how important logistics are.}}
 
Any modern armed force in [[Real Life]] must receive a steady supply of fuel, ammunition and other provisions in order to be able to operate. There are countless examples of armies being fatally weakened or even dissolving completely due to insufficient supplies. In some types of combat, such as air-to-air, ammo and fuel supplies can even set an absolute hard limit on how long an engagement can go on; aeroplanes, for instance, may well expend all their munitions in a single pass. Therefore securing supply lines is a vital part of any military operation. In games with a military theme, save the most serious wargames and grand strategy games, this aspect is usually [[Hand Wave|dealt with in the background]] without the player [[Bellisario's Maxim|having to worry unduly]] about it. Sometimes, however, this aspect is portrayed in an egregiously unrealistic fashion, with the forces depicted being mostly or entirely liberated from logistical constraints.
 
In games with a military theme, save the most serious wargames and grand strategy games, this aspect is usually [[Hand Wave|dealt with in the background]] without the player [[Bellisario's Maxim|having to worry unduly]] about it. Sometimes, however, this aspect is portrayed in an egregiously unrealistic fashion, with the forces depicted being mostly or entirely liberated from logistical constraints. One of the most [[Egregious]] examples, when you think about it, are the repair units. These little buggers can fix a heavy tank from [[Critical Existence Failure|near disintegrated state]] in a matter of seconds with any needed spare parts being pulled out of [[Hammerspace]] (otherwise the unit would be carrying a entire heavy tank in spare parts around) without making the repair crew actually get out, or even ''immobilizing'' the repaired unit for a short time. The latter part includes repairing an attack helicopter hovering over the repair unit. These guys are hardcore. [[Shoot the Medic First|Shoot them first]].
Airplanes will normally be the exception, if anything is, as chances are they'll be restrained by their fuel capacity or their ammo; once one of such is depleted, they usually have to return to a nearby landing strip.
 
AirplanesAircraft will normally be the exception, if anything is, as. chancesChances are they'll be restrained by their fuel capacity or their ammo; once one of such is depleted, they usually have to return to a nearby landing strip.
One of the most [[Egregious]] examples, when you think about it, are the repair units. These little buggers can fix a heavy tank from [[Critical Existence Failure|near disintegrated state]] in a matter of seconds with any needed spare parts being pulled out of [[Hammerspace]] (otherwise the unit would be carrying a entire heavy tank in spare parts around) without making the repair crew actually get out, or even ''immobilizing'' the repaired unit for a short time. The latter part includes repairing an attack helicopter hovering over the repair unit. These guys are hardcore. [[Shoot the Medic First|Shoot them first]].
 
In its milder form a kind of [[Acceptable Breaks From Reality|acceptable break from reality]], but often abused to make fantastic scenarios take place in ostensibly realistic settings. However, at least some of listed aversions prove that "deficit management" game is not only inherent in any logistics model worthy of being named so, but also can make interesting challenges in itself.
 
One aspect of this trope is partially true for the US military.: There is only one fuel. Almost everything the US fields, from camp stoves to Humvees to helicopters, runs on JP-8 fuel, which is compatible with diesel engines. By the same token, the US tries to field as many weapons as possible that rely on the same types of ammunition, and use as many of the same pieces of equipment between the services as possible, to move real-world logistics closer to the abstraction.
 
This is also one reason the US military is considered among the most powerful.: It has by far the largest mid-air refueling fleet. It can draw on the US civilian transport fleet for air cargo. They have highly computerized inventory and shipping processes. To make up for the biggest lack, the lack of naval shipping, the US pays various commercial ships for the right to use them in a military emergency.
 
Usually seen along with [[Easy Communication]] and [[Command and Conquer Economy]]. Compare [[On-Site Procurement]]. Contrast [[Wizard Needs Food Badly]] and [[Resources Management Gameplay]].
 
Usually seen along with [[Easy Communication]] and [[Command and Conquer Economy]]. Contrast [[Wizard Needs Food Badly]] and [[Resources Management Gameplay]].
{{examples}}
 
== Board[[Fan GamesWorks]] ==
* Board game ''[[Campaign For North Africa]]'' is a massive aversion. A full game takes 10 players some 1200 hours to play, and the majority of it is record-keeping. The entire North African theatre, for three years, with individual pilots, unit ammunition counts and water supplies, and the like being tracked to minute detail. It's so detailed that Italian units use more water than any other nation, because they cook pasta.
** What is this, [[Axis Powers Hetalia|Hetalia]]?
* Strongly averted in the Classic [[BattleTech]] board game. Ballistic weapons and missile launchers require literally tons of ammunition, and supplies play a major part in any game that extends beyond individual battles.
 
== Fan Fic ==
* Averted in ''[[An Entry With a Bang]]!''. GDI forces ran low on supplies after the battle to take Port Krin. Also, one of the key meta-arguments in having GDI go for a standardised equipment loadout is to ease supply lines.
* ''[[Travels Through Azeroth and Outland]]'' spends some time describing just how all these far-flung settlements (often in very inhospitable environments) get the supplies that they need.
 
== Literature[[Film]] ==
* In ''[[Batman Returns]]'', the Penguin's [[Evil Plan]] consists of kidnapping every firstborn child in Gotham and killing them out of revenge for being rejected by his parents and society as a whole. [[Misplaced Retribution]] as it is, exactly how this plan is to succeed is a mystery, seeing as he has, at most, 30 or so henchmen. This Trope seems even more obvious once the plan gets underway and it shows said henchmen carrying it out using a slow-moving circus train, which Batman easily intercepts after the villain moronically announces his plan at a party in front of dozens of socialites. Ironically, his "plan B" (arming his penguins with missiles and unleashing them on Gotham, which is itself a [[Refuge in Audacity]]) seems far more logistically feasible.
* In ''[[The Rocketeer (film)|The Rocketeer]]'' the jetpack is invented by Nazi scientists, an animated propaganda film showing a plan to create an army of flying infantry who could invade Washington DC by air and conquer it. Exactly how the German troops would have the stamina for a trans Atlantic-flight and how they navigate this way - both problems for regular pilots at the time - isn't explained, nor is it explained how they could do so without anyone seeing them coming. Of course, the jetpack seemed to be a [[Flawed Prototype]] to begin with.
 
== [[Literature]] ==
* Averted hard in [[Harry Turtledove]]'s ''Fox'' series; for instance, in ''Fox and Empire'', when the Northland forces lose supplies, they have to "forage" (rob peasants) or hunt, which slows their travel speed to a crawl. Fortunately there's a lightly guarded Imperial supply train being sent north...
* Used as a major plot point in ''[[The Stainless Steel Rat]]'s Revenge'', where interstellar conquest has long been seen as impossible because of logistics issues. It turns out that the conquerors were actually {{spoiler|setting up [[La Résistance|revolutionary groups]] gro}}ups {{spoiler|on each planet beforehand then marching in as they launched their revolutions.}}
 
== [[Live -Action TV]] ==
* Averted in ''[[Babylon 5]]'', as the station is shown to be highly dependent on shipping traveling through the area for both supplies and money to purchase equipment and pay workers to run the place. This becomes even more urgent {{spoiler|after they declare independence from Earth and are put under an embargo by the Earth Alliance.}}
** Indeed, even ''[[Must Have Caffeine|coffee]]'' is considered prohibitively expensive to ship to the station, and more than one officer stationed boardaboard B5 has violated regulations to smuggle coffee plants aboard and have them planted in the hydroponics gardens that are normally reserved for producing foodstuffs and oxygen.
 
== Other[[Tabletop Games]] ==
=== Web[[Board Games]] ===
* Any [[Home Front|video]] [[Modern Warfare|game]] [[Red Dawn|or film]] that has the United States get invaded is a big offender. The United States has oceans on both sides separating it from the rest of the world's major powers, and going either through the Atlantic and Pacific provides its own host of problems. With the Pacific, an invasion force would have to not only bring enough ships to traverse their massive Air Force (which will know the invaders are coming days in advance and likely sink all their vessels), but also somehow capture all the naval and Air Force bases on the Pacific Islands and Japan. If going through the Atlantic, an invasion force would have to deal with all of America's allies in Europe, which alone should be more than enough to stop modern Russia's, China's, or North Korea's militaries, which are the most common countries that do this in a story. After getting through all of that, an invasion force would ''still'' have to ferry supplies to it's forces across incredible distances with a bunch of resistance in between it's supply lines. Most works have assorted [[Hand Wave|handwaves]] for this, like being set [[Twenty Minutes in The Future]].
* Board game ''[[Campaign For North Africa]]'' is a massive aversion. A full game takes 10 players some 1200 hours to play, and the majority of it is record-keeping. The entire North African theatre, for three years, with individual pilots, unit ammunition counts and water supplies, and the like being tracked to minute detail. It's so detailed that Italian units use more water than any other nation, because they cook pasta.
** What is this, ''[[Axis Powers Hetalia|Hetalia]]''?
* Strongly averted in the Classic [[BattleTech]] board game. Ballistic weapons and missile launchers require literally tons of ammunition, and supplies play a major part in any game that extends beyond individual battles.
 
=== [[RealRoleplaying LifeGames]] ===
* Massively averted in ''[[Traveller]]''. A high degree of attention is paid to this. (For instance, during the Interstellar Wars, an entire Vilani fleet was stranded in port because the Terrans had paralysed the traffic roundaround the system.) Voyages have to be planned based on whether a given star system can supply jump fuel (if a ship is equipped properly, skimming it from a gas giant will do), thus corralling traffic into predictable patterns.
* There's an interesting [[Truth in Television|real life]] example that took place during [[World War II]]. In the Battle of Stalingrad, due to the nature of urban warfare, Soviet tanks were literally manufactured on the front lines. Once a tank was completed, it would be driving out of the factory and straight into battle.
* Inverted by ''[[D20 Modern]]'''s unusual wealth system. A character that isn't poor can acquire arbitrarily large amounts of ammo or other cheap expendables without using exploits. They can't carry it all, carrying capacity is still a thing, but they can stash it meaning ammo only needs to be tracked until resupply. Things that should just be a one time supply however are a horrific mess of die rolls on what a character can and can not obtain, allowing one to afford new cars but not clothing.
* In another example of [[Real Life]] playing it straight, Union General William Tecumseh Sherman's "March to the Sea" during the [[American Civil War]] helped to prove that an army could literally live off the land—and the properties of enemy territory—thus greatly reducing the need for supply lines. In fact, Sherman's men ate ''better'' on that march than when they were ''not'' marching.
** Of course, the flipside of this is the rebel civilians who were left without property or sustenance by the thousand, and there was the occasional much-sensationalised rape and murder to boot. Many areas were severely depopulated by people moving out so they wouldn't starve. The Southern states were in a pretty bad way as a whole after the war, but the areas covered by Sherman's march didn't fully recover for a generation or more.
* Averted for most of human history, really. It's all about the specialisation of warfare and weaponry and the industries that have grown to support them. Spears, for instance, the no.1 weapon of choice since forever, only need a bit of cleaning and a new bit of wood for the shaft every decade or so. Arrows could be and often were reclaimed after battles - and sometimes, even in the midst of them. Every bit of war-kit imaginable was pretty durable and had the potential to last your family generations. Even well into the age of firearms, rate of fire was so low that an infantry soldier could easily carry his ammo for the entire battle (witness Mel Gibson's character in [[The Patriot]] making his own minie balls for the entire war from a handful of melted down figurines). Barring things like crossings through inhospitable terrain, supporting your troops in enemy territory with your own supplies didn't really take off until Napoleon, just 2 centuries ago, and even then he had to browbeat it into his generals. That they would live off the land was simply the way things were done. If an army left a famine in its wake, hey, better them than us, right? And when everyone and their dog has a big standing army because, hey, everyone else and their dog has one too, some people figure that war is a great excuse for feeding your army with the someone's crops.
** This is also inspiration for the "Scorched Earth" Tactic used by the Russians and, following in their footsteps, the Soviets. Burning down crops and salting their own fields ensured that their enemies had an even harder time resupplying their troops in the bone chilling, nutsack freezing climate, since now not only did they have to transport ammunition and clothing, but loads upon loads of foodstuffs to keep the troops fed, not to mention efforts to cook the food in the immensely cold climate. This is one of the main reasons why Russia has never fallen, it's just plain not practical to supply troops in those conditions, especially over such distances and against such a formidable foe.
** The [[Ur Example]] of 'easy logistics' would have to be the [[Thirty Years' War]]. All the participants' armies were a) mainly composed of mercenaries and paid professional troops and b) were living off the land and the spoils of war. This made for some ''very'' Easy Logistics indeed, which is the sole reason the war that bankrupted 17th century Europe was able to continue for as long as it did. Naturally, the local economies and populations were devastated - no figures exist but some think like 10% of the population of Germany, the main theatre of war, were killed or died of starvation or exposure or were forced to emigrate. There's nothing like a huge, cripplingly expensive war to drive home the importance of have professional, standing national armies supplied and reliably commanded by loyal and trained professionals with standardised and modern weaponry instead of mercenaries with their huge paycheques and nasty quirks like in the old days.
*** Not completely true. Most campaigns were based around rivers as these were used to transport food to troops. At times they could go a couple of days without eating until they either got resupplied or took a town with enough to feed them.
** The concept was called ''Bellum se ipsum alet'' - the war will feed itself.
** War often did not pay for itself though. While the men were often happy to plunder themselves towards their next meal, if you stopped paying them for long enough they'dd abandon you and plunder themselves all the way home. Note that this did make a decent tactic at times for anyone looking to destroy the local food production but too civilised to outright attack the helpless rural population.
***Then too, if you have to reduce a fortification, you have several months just sitting and you have to get the food from somewhere, possibly by bringing a caravan through the desert ''you'' just made with hordes of angry peasants in the forest waiting to get their revenge.
 
 
== Tabletop Games ==
* Massively averted in ''[[Traveller]]''. A high degree of attention is paid to this. For instance, during the Interstellar Wars, an entire Vilani fleet was stranded in port because the Terrans had paralysed the traffic round. Voyages have to be planned based on whether a given star system can supply jump fuel (if a ship is equipped properly, skimming it from a gas giant will do), thus corralling traffic into predictable patterns.
 
== Video Games ==
 
=== 4X[[Video Games]] ===
=== [[4X]] ===
* In ''[[Civilization]] IV'', all units have infinite amounts of whatever, but the player is required to pay money to support the units after a certain point; when invading other civilizations, the units also incur a supply line cost. However, units are still supported even if a certain resource is gone - such as vehicles working indefinitely if the player loses control of all their oil resources. Planes are mainly based in cities, forts, and carriers; they go out and do their missions and immediately return to their base.
** ''[[Civilization]] II'' handled it a bit more realistically. Units were paid for in shields (the production stat, it's hammers in Civ IV) representing the material needs of the unit, paid for by the city that produced the unit. The city supporting said unit could be changed and certain goverment types allowed for a certain number of free units per city (despotism allowed 1, monarchy allowed 3, and fundementalism allowed a wopping 10 and troops that cost 0 shields.
** More specifically, ''Civilization'' games tend to deny you full use of roads unless you control the territory, and your units can't "heal" on hostile ground, which makes capturing cities necessary for a sustained offensive. That is, as opposed to simply going around then and forging into enemy territory. Furthermore, it is possible to deny supplies to a city by either destroying all roads or enacting a naval blocadeblockade, which can both starve the population and kill production. And as hostile units prevent people from working the square they occupy, that can be used to deny city-important land altogether.
** ''[[Civilization]] III'' uses the ''Civilization IV'' model of unit support, while ''[[Sid Meier's Alpha Centauri|SMAC]]'' uses the ''Civilization II'' model.
** However, ''[[Civilization]] V'' averts this by having two different kinds of logistics penalties. If you have more units than a supply number based on your population, all of your production slows down. If you have 3 units of Iron, and 5 units that use Iron, all of the Iron units take a combat penalty until you have more Iron or less Iron based units.
* Semi-averted in ''[[Master of Magic]]''. Resources are generalized, but normal troops need ''two'': Gold and Food. Upkeeping enchantments and summoned units eats Mana which you also need for spellcasting and research. Juggling all 3, city production and armies all at once while dealing with opponents can be hard. But how the food gets to the armies that are outside cities and nowhere near any type of (nonexistent) supply lines is never addressed. E.g. a dragon turtle can sit in the middle of the ocean for the entire game as long as you are producing sufficient food and gold to pay for its upkeep.
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* ''[[Sins of a Solar Empire]]'' partially averts this by requiring you to purchase levels of "fleet logistics" upgrades to train more capital ship crews and raise your fleet capacity. However, the number of available crews is not reduced when a capital ship is lost, and the material and income penalty yo upay in upkeep for a huge fleet is not reduced when your fleet is annihilated.
* At first, this was the case for the ''[[Space Empires]]'' series. You have construction points for building things, and resupply stations for your ships. As the series progressed, the resources were split, and so were the ship supplies. In the fifth game, there are three kinds of resources, along with general ship supplies and ordnance for the weapons.
** Three construction resources started in ''IV actually''. Plus, the trope still applies, every world gets access to the whole of the imperial resource pool, unless the system doesn't have a starport in it, regardless of the fact that it takes more than a turn to cross each system.
* In the ''[[Master of Orion]]'' series, shipsmissile carriedweapon have a limited number of missilesshots ''in one combat'' while energybeams/projectiles (and projectile)"torpedo" weapons had infinite ammo. They could remain indefinitely in deep space or orbiting uninhabited planets. Since fuel cells limited how far you could go from a world you occupy, you can assume a fleet of tenders or something like that. Transporting food to all your colonies may be problematic depending on population, techs chosen, and the quality of the planets.
** In an aversion, a fleet operating far from the players home base will often have to stop and rendeavousrendezvous with reinforcements. This isn't written into the rules but is simply part of the game mechanic; the effect is a simple and elegant way to show logistics problems while not drowning the player in paperwork.
* ''VGA Planets'' has variety of cargo produced on planets or starbases and moved by ships (and in IV also freighter pods): 3 different minerals (mined at planets or [[Asteroid Miners|mining stations]] in Stellar Cartography addon), colonists, "Supplies" (produced by factories and used to build new Planetary Structures, repair damaged ships while in Deep Space or sell for money), torpedoes, Fighters, fuel (carried separately from other cargo) and megacredits (weightless, but carried separately from other cargo in limited Vaults). Torpedoes made at starbases (expending minerals and money), loaded into the ship and are carried as cargo - if the ship has compatible launch tubes, they can be used in combat or used up in [[Space Mines|Lay Mines mission]] (via conversion into a number of generic mines, rather than with their own damage), if not, only transferred to other ships. [[Space Fighter|Fighters]] are also built at a starbase, except some factions that may build them on ships. Also, the lost crew can be replaced only at starbases.
 
 
=== [[First Person Shooter]] ===
* Subverted in ''[[Call of Duty|Modern Warfare 2,]]'' where the {{spoiler|1=Russian Army lands a sizeable invasion force in Virginia and Washington DC with very little apparent problem supplying them. Then later on, you see that the Russians are no longer using ''Russian'' weaponry but stolen ''American'' gear like Javelin launchers, and many of the rifles they're carrying are chambered for NATO 5.56x45mm.}} Then averted later on, when {{spoiler|an EMP disables all electronics in Washington; the Russians receive no replacements for their vehicles and ultimately lose because of it.}}
** Also done on a gameplay level, where the player can find these ammo crates scattered about. The crates contain an infinite supply of ammunition for whatever weapon the player happens to be carrying.
* Played straight in modern Warfare 3, in which {{spoiler|after the chemical attacks across Europe, the Russian Army overruns most of Western Europe in the matter of a day. Handwaved by saving that the chemical attacks took down defenses well enough to allow this.}}
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** During the period of time they were cut off without resupply the Marines on Guadacanal fed themselves largely with captured enemy stockpiles of rations. No reason you can't be doing the same thing with German ammo.
 
=== [[Massively Multiplayer Online Role Playing Game|MMORPGs]] ===
* Logistics in ''[[EVE Online]]'' is a major part of managing a successful corporation or alliance, especially in outlaw space. Raw materials need to be extracted and refined, starbases consume fuel and supplies, taxes and rents need to be paid, ammo is expended, capital ships need fuel for their jump drives and spare ships and other equipment need to be manually hauled to replace losses. While this [[Time Management Game|keeps industrialists busy]], it also provides ample targets for enemies looking for something expensive to shoot, and disruption of supply lines is a viable tactic to undermine combat readiness.
 
=== [[Real Time Strategy]] ===
* One of the mildest and most common forms of this is how units in [[RTS]] games usually have [[Bottomless Magazines|unlimited ammo]], fuel and food and are exempt from fatigue. This is an entirely justifiable simplification to reduce micromanagement that usually is not commented upon, but is sometimes handwaved, like in the ''[[Command & Conquer]]'' games, by claiming that [[Applied Phlebotinum]] or magic or somesuch eliminates the need for resupply on the battlefield.
* Slightly dealt with inside ''[[Dawn of War]] 2'' - more units ''do'' hurt your resource income. Though you still gain resources for ''capturing points'', for whatever probably-not-realistic reason, making it likely that this was put in to help players who were currently behind their opponent(s).
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* Averted in the [[Hegemony Series]]. You'll need to keep track of where your food's going, and if your army has none, don't expect it to last too long in combat.
 
=== [[Shoot Em Up]] ===
* Semi-averted in [[Mega Drive]] game ''[[Desert Strike]]''. Your Helicopter can run out of fuel, and will crash if fuel isn't kept topped up, and can only carry a limited amount of ammo, picking up more than maximum makes it go to waste. However, you can only get repairs at a landing zone, if you've got passengers on board, and the repairmen will only fix one sixth of your helicopters hit points per person. So if you land with five hundred of damage, but only two people, you have to continue onwards with half your health still missing. It's as if the rest of the air force wants you to fail.
** If I recall correctly this got a handwave somewhere- your missions are assumed to be time critical, so they'll do what repairs they can while you're on the ground anyway, but once your passengers are unloaded you need to take off again straight away. Which still doesn't make much sense if you're about to explode, but at least they tried.
 
=== [[Video Games Simulation Game]] ===
* The ''[[X (video game)|X-Universe]]'' series averts this, hard. Your ships ''will'' run out of ammunition for their cannons, they ''will'' run out of energy for their jump drives, and they ''will'' run out of Mosquito anti-missile munitions. Fighters docked to carriers will sustain losses, and you will need to buy more or order damaged fighters to repair a shipyard—manually ([[Game Mod|unless you download a script to do it all for you]]).
** This isn't even played fully straight with energy weapons. Each ship has only so much energy available for weapons to fire at full force, and the ship can only replenish that energy so quickly, though a ship can continue to fire at a fraction of the speed when the energy runs out. And as each cannon and cannon type have separate power draws, on some of the smaller ships this turns into a game of how much firepower a pilot can load onto a ship without sapping the energy dry in one burst.
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* Averted in the ''Caesar'' games with buildings that require raw materials or labour. Raw materials are distributed by handcarts that must be pushed through your streets and each building only generates one cart. This means that importing more than one type of raw material (olives, timber, iron ore, etc.) can lead to production buildings standing idle most of the time. Also, the random paths taken by service providers can easily deprive a house of things it needs to maintain its status for no apparent reason.
 
=== [[Space Management]] ===
* Sort-of averted by ''[[Theme Park (video game)|Theme Park]]'', which on higher complexity levels requires the player to buy stock for their shops.
* And of course, completely averted in ''[[Dwarf Fortress]]'': every single piece of equipment (weapons, ammo, armor, or even the clothes beneath), as well as food, water, ammo for the siege engines, maintenance of the traps, etc... has to be created / performed / hauled by a dwarf, as part of his or her daily routine. So creating a working army from scratch is a arduous process that can take years of ingamein-game time, because you have to assign immigrants dwarves to the military, then mine the metal needed for the weapon, smelt it (which necessitatenecessitates additional coal or charcoal), manufacture it into a weapon, and repeat the process for every single weapon, element of armor or ammo that each dwarf need to carry. Then you have to cook food and create waterskins for them, and create a place to store ammo and spare weapons. And finally, you have to train the dwarves, giving them spaces to train, plotting training rotation schedules, and by crafting or buying training weapons.
** [[I Take Offense to That Last One|The training weapons are optional.]]
 
=== [[Turn Based Strategy]] ===
 
=== Turn Based Strategy ===
* Averted in the ''[[Total War]]'' series of games, when bringing the game to the real-time portion (ie. starting a battle). Your troops can get easily tired if moving any faster than marching speed (and if you march too much, too), including cavalry. All projectile weapons have ammunition limits (Archers have limited arrows and backup knives, certain infantry units can throw javelins before closing in with swords, etc.)
** Also averted in the strategic part of the game, where all units have an upkeep cost to be paid each turn, symbolizing the need to pay, equip and feed the men. No actual supply lines to manage, though.
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* ''Emperor of The Fading Suns'' has a partial case. Even when it's off, the actual location of cargo matters only in 3 cases: when moving it to another planet (by actually loading into a landed spaceship; though it's one type of goods per cargo slot, the amount in each "box" is unlimited) or sell it to the Guild (by moving the crates to Agora), or it can be captured (thus emergency stockpiles in well-defended places may help to build more defending units and avoid starvation if production sites are captured or damaged - in part exactly because blockade is impossible). Otherwise goods quietly accumulate at production sites and are instantly drained by consuming buildings (and units, in case of food). Moreover, if you lack goods to build an unit, you don't even need to click at Agora - just press "Build" despite red text, and you get a proposal to purchase the exact necessary amount of resources then and there. Unit upkeep food is used up the same way. Ammo and food aren't counted, only static per-turn upkeep. The "Global Warehouse" option enables the same connection across ''all'' planets (but it's "uncool"). Money are always global and teleporting, and don't even appear in caches. Air units do "run out of fuel" and crash if they finish the second turn in a row not in a city or a carrier (naval carriers "pick them up" automatically); they don't crash when inside other transports, so in emergency you can pick them up with a lander, but this doesn't reset "fuel", so after the next end-of-turn outside a safe location they'll crash.
 
=== Video[[Web Games]] ===
 
=== Web Games ===
* Averted, unsurprisingly, in the promotional game ''[[Red Cross]]: Emergency Response Unit''. Supplies are limited, and while more are airdropped during the course of each level, if you're found to be wasting them (using up base supplies instead of the ones you already have in the field) then you lose points. There's also a Reality Check button you can hit, which explains in detail how the actual situations have been simplified to make the game remotely playable.
* Averted and played straight in ''[[Cyber Nations]]''. Averted in that everything military-related (combat forces, improvements, and national wonders) has a daily upkeep cost, and not paying this cost can all but paralyze your army. Played straight in that once deployed, your armies can be used to attack any of your enemies (although since there is no real "game map", this might fall under [[Acceptable Breaks From Reality]]).
 
=== [[Wide Open Sandbox]] ===
 
=== Wide Open Sandbox ===
* Subverted in ''[[Mercenaries]]: Playground of Destruction''. Supplies and vehicles can be ordered and are usually airdropped. If there is heavy enemy anti-air defense in the area, the planes and helicopters carrying your supplies can be shot down, which will usually destroy your supplies.
** Subverted further in ''Mercenaries 2.'' You even need to supply your own fuel for air drops and missile strikes. You do not, however, have to pay any fuel for your helicopter guy to ''pick up'' any fuel canisters, though.
* Simultaneously averted and played straight in ''[[Prototype (video game)|Prototype]]'', which puts the player in a Manhattan being fought over by the US military and an outbreak of a zombie virus. Although any military hardware that's stolen has limited ammunition, whether it's a tank or a helicopter or an assault rifle, the military never runs out of these things. Underscoring the silliness of this is that the game keeps tabs on the dollar value of any damage inflicted during an engagement with the military. It's downright simple to rack up trillions of dollars in damage, but somehow the money and materiel keeps flowing in.
 
== [[Western Animation]] ==
* ''[[She-Ra|She-Ra and the Princesses of Power]]''; Catra has this problem after being promoted to Captain, finding out the hard way that armies need supplies. When she plans to give orders to the 3rd Battalion to assault a strategically important town, Scorpia tells her that the 3rd Battalion is ill-equipped to do so, their ''six'' requests for armor having been ignored. ("Didn't you see these?" she adds.) Catra tells her to fill the order, but ''that's'' a problem too because she failed to answer similar requests for materials from the armory. Clearly, [[General Failure| Catra wasn't Hordak's best choice.]]
 
== [[Other]] ==
* Any [[Home Front|video]] [[Modern Warfare|game]] [[Red Dawn|or film]] that has the United States get invaded is a big offender. The United States has oceans on both sides separating it from the rest of the world's major powers, and going either through the Atlantic and Pacific provides its own host of problems. With the Pacific, an invasion force would have to not only bring enough ships to traverse their massive Air Force (which will know the invaders are coming days in advance and likely sink all their vessels), but also somehow capture all the naval and Air Force bases on the Pacific Islands and Japan. If going through the Atlantic, an invasion force would have to deal with all of America's allies in Europe, which alone should be more than enough to stop modern Russia's, China's, or North Korea's militaries, which are the most common countries that do this in a story. After getting through all of that, an invasion force would ''still'' have to ferry supplies to it'sits forces across incredible distances with a bunch of resistance in between it'sits supply lines. Most works have assorted [[Hand Wave|handwaves]] for this, likesuch as being set [[Twenty Minutes in The Future]].
 
== [[Real Life]] ==
* There's an interesting [[Truth in Television|real life]] example that took place during [[World War II]]. In the Battle of Stalingrad, due to the nature of urban warfare, Soviet tanks were literally manufactured on the front lines. Once a tank was completed, it would be driving out of the factory and straight into battle.
* In another example of [[Real Life]] playing it straight, Union General William Tecumseh Sherman's "March to the Sea" during the [[American Civil War]] helped to prove that an army could literally live off the land—andland — and the properties of enemy territory—thusterritory — thus greatly reducing the need for supply lines. In fact, Sherman's men ate ''better'' on that march than when they were ''not'' marching.
** Of course, the flipside of this is the rebel civilians who were left without property or sustenance by the thousand, and there was the occasional much-sensationalised rape and murder to boot. Many areas were severely depopulated by people moving out so they wouldn't starve. The Southern states were in a pretty bad way as a whole after the war, but the areas covered by Sherman's marchMarch didn't fully recover for a generation or more.
* Averted for most of human history, really. It's all about the specialisation of warfare and weaponry and the industries that have grown to support them. Spears, for instance, the no.1number one weapon of choice since forever, only need a bit of cleaning and a new bit of wood for the shaft every decade or so. Arrows could be and often were reclaimed after battles - and sometimes, even in the midst of them. Every bit of war-kit imaginable was pretty durable and had the potential to last your family generations. Even well into the age of firearms, rate of fire was so low that an infantry soldier could easily carry his ammo for the entire battle (witness Mel Gibson's character in ''[[The Patriot]]'' making his own minieMinie balls for the entire war from a handful of melted down figurines). Barring things like crossings through inhospitable terrain, supporting your troops in enemy territory with your own supplies didn't really take off until Napoleon, just 2 centuries ago, and even then he had to browbeat it into his generals. That they would live off the land was simply the way things were done. If an army left a famine in its wake, hey, better them than us, right? And when everyone and their dog has a big standing army because, hey, everyone else and their dog has one too, some people figure that war is a great excuse for feeding your army with the someone's crops.
** This is also inspiration for the "Scorched Earth" Tactic used by the Russians and, following in their footsteps, the Soviets. Burning down crops and salting their own fields ensured that their enemies had an even harder time resupplying their troops in the bone chilling, nutsack freezing climate, since now not only did they have to transport ammunition and clothing, but loads upon loads of foodstuffs to keep the troops fed, not to mention efforts to cook the food in the immensely cold climate. This is one of the main reasons why Russia has never fallen, it's just plain not practical to supply troops in those conditions, especially over such distances and against such a formidable foe.
** The [[Ur Example]] of 'easy logistics' would have to be the [[Thirty Years' War]]. All the participants' armies were a) mainly composed of mercenaries and paid professional troops, and b) were living off the land and the spoils of war. This made for some ''very'' Easy Logistics indeed, which is the sole reason the war that bankrupted 17th century Europe was able to continue for as long as it did. Naturally, the local economies and populations were devastated - no figures exist but some think likeapproximately 10% of the population of Germany, the main theatre of war, were killed or died of starvation or exposure or were forced to emigrate. There's nothing like a huge, cripplingly expensive war to drive home the importance of have professional, standing national armies supplied and reliably commanded by loyal and trained professionals with standardised and modern weaponry instead of mercenaries with their huge paycheques and nasty quirks like in the old days.
*** Not completely true. Most campaigns were based around rivers as these were used to transport food to troops. At times they could go a couple of days without eating until they either got resupplied or took a town with enough to feed them.
** The concept was called ''Bellum se ipsum alet'' - the war will feed itself.
** War often did not pay for itself though. While the men were often happy to plunder themselves towards their next meal, if you stopped paying them for long enough they'dd would abandon you and plunder themselves all the way home. Note that this did make a decent tactic at times for anyone looking to destroy the local food production but too civilised to outright attack the helpless rural population.
*** Then, too, if you have to reduce a fortification, you have several months just sitting and you have to get the food from somewhere, possibly by bringing a caravan through the desert ''you'' just made with hordes of angry peasants in the forest waiting to get their revenge.
 
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