Update #5: New Mechanics for Transport Units
Game Update: Resource Use and Realism in Transport Units!
- Added Fuel and Parts Consumption for Transport Units on Missions
Each transport unit has its own “fuel tank,” so as they carry cargo across the battlefield, they’re burning through fuel just to keep moving. If a unit runs out of fuel, it becomes “stranded” and can’t move, like a truck stalled on the side of the road, waiting for someone to come and help. Think of it like the convoy trucks in wartime supply chains that had to be refueled and maintained constantly. If they get stranded, they’ll need another unit to bring them fuel to get back in action.
Parts work similarly but add a twist. Units require spare parts (things like tires, bolts, oil, and metal) to handle breakdowns along the way. A well-maintained unit might only need the occasional spare tire or oil check, but a beat-up truck? It’ll burn through more parts as things break down under pressure, needing frequent fixes to keep moving. If a unit lacks parts, it becomes stranded just like when it runs out of fuel, representing the reality of soldiers having to work around jammed mechanics or waiting for repairs in rugged conditions.
- Maintenance Requirement and Status
To capture the nitty-gritty of wartime logistics, transport units now come with two new stats:
Maintenance Requirement: This is the base amount of parts needed per mission. Different units have different needs. A bicycle, for example, has low requirements, while a heavy truck needs far more.
Maintenance Status: The better maintained a unit is, the fewer parts it needs on the road. Imagine a finely-tuned truck that runs smoothly, compared to a barely functional one where bolts keep loosening, tires wear fast, and leaks appear out of nowhere. When maintenance is low, parts usage goes up as the unit has to “self-repair” on the road to stay functional.
These mechanics mean units in poor condition are prone to break down, needing parts more often and risking delays. Once a unit’s maintenance level gets too low and it runs out of parts, it’s “stranded”—no more progress until it’s repaired.

- Real-Time Updates
The unit detail windows now update whenever resource values change, so you can see fuel levels drop or maintenance requirements increase as units carry out missions. Keeping a close watch on these updates can be the difference between a successful supply run and getting stuck with a truck full of cargo just miles from the destination. (This was a bit of a bitch to implement, also the reason I'm not focusing so much on looks yet: I jsut realise I have to redo the windows again and again as I forgot to add something, or come up with new values, etc)
- Next on the list: giving Battle Units their own resource consumption mechanics. They’ll use up ammo, food, and medical supplies as time passes, adding another layer of strategic planning. Modifiers will be added depending on state (attacked, building trenches, relaxing, sick, etc)
Also created a new YouTube Channel: www.youtube.com/@FeysGameDev
WW1 Logistics Game - Quartermaster: The Forgotten Front
A real-time World War I logistics game where you navigating supply chains, strategy, and unpredictable events.
| Status | In development |
| Author | FeysStudio |
| Genre | Strategy |
| Tags | World War I |
More posts
- Filed in Duty - Report to the Archives, No.252 days ago
- Update #27: Refactoring the Codebase55 days ago
- Update #26: Created a Patreon & Optimized code base93 days ago
- Update #25: Commander system implementedJun 16, 2025
- Update #24: Upgrade system finishedJun 12, 2025
- Update #23: Quartermaster WW1 Logistics Game - Tasks and Location Stats finishedJun 12, 2025
- Update #22: Depot Worker Tasks Logic finishedJun 11, 2025
- Update #21 - Major Milestone AchievedJun 10, 2025
- Update #20: Major Blunder in my Code Base and ConceptJun 01, 2025
- Update #19: Implemented Depot Worker StatesMar 22, 2025

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