Most RTS games do not represent logistics. They represent an economy, but not really the challenges of operating far away from your base. Troops don't require resupply of ammunition and such. Reinforcements, sure, but that's about it.Most strategy games I can think of use logistics, with some degree of abstraction. Maybe a better question is what strategy games are devoid of logistics?
Hearts of Iron IV is your best bet.Do any strategy games simulate logistics?
Romance of Three Kingdom 10.
Your armies must carry their 30 days ration on the campaign trail. In battlemap, tehre's a tile dedicated to their supplies, and if it get destroyed, its gone and affecting morale, and duration of that battle. Reinforcement will bring their supplies to add to the existing camp and can lengthen the duration if calculation allow.
In cities, food will feed the population, as well as decide the duration of defensive battles. Food can be grown by farmers of that city, or bring elsewhere, or trade, magically, with market's merchants. City food aspect is a bit too broken, since if you are city commander you can do quest to invest in merchant's trade and get back lots of food, magically.
But over all I think ROTK10 is the best in term of battle logistic.
KOEI series seem to have the most interesting food logistics among the more "generalist" strategy games I've seen, combining relative depth with simplicity/easy of use.That reminds me. Koei's much older Gemfire made food determine the turn limit for the tactical battle when you'd invade a province. Before the battle, you'd choose how much food to send from the province, and soldiers would eat food at some ratio of units of food per soldier each turn. Don't really know what happens when it runs out (I guess the battle finishes, or maybe some kind of attrition kicks in) as I always brought more than enough food. Food had other uses too, at the strategic level (e.g. trading it for gold to then recruit soldiers, or giving it to the people for increased loyalty).
Most Paradox games (especially the EU series) don't simulate anything, they're highly abstract number stacking games.no offense, but it's a rather dumb question. at the very least, most of the paradox games have logistics, one way or another. and those are far from being the true hardcore warfare simulations. does your best friend live in a pineapple?
Many wargames (Operational Art of War, Gary Grigsby: World at war, most Ageod's games, Hegemony: Rome/Ancients/Greece ...) do simulate logistics, with units getting huge penalties when out of supplies. But depending on the game, it can range between just being able to trace a line to a given spot, or some also have you move your supply poinys.Do any strategy games simulate logistics? The only example I can think of is the Civilization series in which units use up part of home city's production - this is referred to as "unit support".
Advance Wars has fog of war and supply rules too tho.Battle Isle was Advanced Wars, but with supplies and fog of war, so actually good
Earth 2150 had units needing resupply, you had to build units which came to resupply yours when your ammo ended and such.