Dev Update: Depot Worker Stats & States Implemented!
(as usual, YouTube Video at the end)
One of the most important (but invisible) core mechanics is finally in place: Depot Workers now have dynamic stats and states!
They can get sick, exhausted, arrested, or recover over time — and these conditions directly affect their tasks and overall logistics efficiency.
It may not look flashy yet, but this update was a huge step behind the scenes.
A big chunk of under-the-hood logic is now working — and it lays the foundation for much more complex interactions to come.
Next time your supply line collapses… it might just be because your depot crew fell ill.
Current States include:
Arrested – Removed from action due to insubordination or suspicion
Exhausted – Reduced effectiveness from overwork
Sick / Injured / Dead – Health-related setbacks, some permanent
Hungry – Impacts morale and performance
Recovering / Quarantine – Slowly regaining strength or isolated to prevent spread
Current Stats include:
Discipline, Morale, Loyalty – Influence task reliability and risk of disobedience
Fatigue, Readiness, Speed – Affect how fast and well tasks are executed
Health, Sickness, Recovery Speed – Control survivability and healing
Food Use, Meds Use – Define daily resource consumption
These systems are not final — they’ll definitely evolve as gameplay takes shape. But even now, they impact task performance and internal mechanics significantly.
While it’s mostly invisible on the surface, this was a crucial foundation to get right early. It’ll make the entire logistics simulation feel more alive, chaotic, and unpredictable.
Now that this foundation is in place, it finally unlocks some major systems:
Unit upgrades, the random event generator, and infrastructure improvements can now directly influence these stats and states. Whether it's improving medical capacity, reducing fatigue through better living conditions, or facing unexpected sabotage — everything can now tie back to the conditions of the most important parts - depot workers, battle units and transport units, making your strategic decisions more meaningful.
3 months ago
WW1 Logistics Game - Quartermaster
New Dev-Log and Update.
Article + YouTube Video
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