Units carry Y unit of food. Different unit has different maximum value of Y. Each turn, the unit consumes 1/X of the food it carries. Therefore when X reaches 0, Y also reaches 0, no food is left, thus the unit is then Exhausted. Exhausted units will have Att, Def greatly reduced & movement speed halved.
I don't really understand why X is a variable, or what it's supposed to achieve. Let's frame it this way:
Units can carry a maximum of M units of food, currently hold Y units of food and consume X units of food per turn - both fixed parameters. Y and X are the only three values needed by a troop for this supply mechanic (whether being supplied by caravan or by foraging). Resupplying troops doesn't increase some random counter, but it actually resupplies their food supplies.
The turn after they use their last food reserves, they become exhausted. Or, if they require X=2 food per turn and only have 1, they will consume one and suffer a small penalty that turn, and full exhaustion the next.
When a unit ends its turn at its Natural Habitat tile, both counter X & Y is recharged completely.
I'm not sure I like this, per se, unless the tile has a high enough foraging capacity to support the unit and whatever army it's in.
Each global map tile has a different Foraging time Z. For example, when unit rests on a Z=2 tile for 2 consecutive turns, its X counter is replenished by 1. The amount of food it carries Y, increases proportionally.
I don't like this either. For one, it makes army size irrelevant and replenishing an army of 10,000 vs. an band of 10 would take the same time and be just as easy. Rather, I'd say each global map tile has a different Foraging capacity Z. Every turn an army rests on a tile, Z units of food will be distributed among the troops (maybe divided equally, maybe divided proportionally by appetite/need). Z should be high enough that small bands can travel self-sufficiently, but low enough that anything that can be called an army would require extra supplies. It should also be terrain-dependent, enough that even a small band might have to wind its way through agreeable terrain or rest before entering a barren stretch.
When you defeat your enemy stack, a large % of their food is robbed. Of course, the maximum amount of food you can carry is still Y. Any excess is wasted.
When your troop first captures an enemy city, you can distribute btw the food warehouse & your troop. If there aren’t enough food left for the city, Civilian Revolt is likely occur. If the city population begins to starve, some population dies. I believe there should be some kind of starvation mechanics, both for the troop & for the population.
Sounds good. I'm definitely for population starvation mechanics, but I'm wary of troop starvation. If implemented it has to be fairly conservative, I think. And one problem is that it would have to be random, and it'd really suck if your elite troops keep dying just by bad luck and your rabble survives (maybe elite troops would have a better chance of surviving, actually, for being in better shape and having priority on whatever food is found?).
PigeonX2, I like your Fort idea. And I am a strong supporter Zone of Control (ZOC). Maybe a fort can reduces the value of Z under its ZOC.
I like this idea very much too. An idea that is easy to grasp, almost no micro, allows different strategies… etc
