Why Logistics Are Important

Logistics might not seem as romantic and heroicHis argument is essentially about logistics, although
as combat, but the fact is that campaigns canit tends to be in the field of economics that he is
often be won or lost purely on the basis ofremembered most vividly.  Economics and
logistics.  logistics are very closely intertwined.  
If you have much knowledge at all of logistics andThe reason that I have chosen FreeCiv as my
military history, you will probably find that theexample is that one finds that, even in
more such knowledge you have, the more warssingle-player (against artificial intelligence
and battles you can think of that would not haveopponents) mode, a very fundamental logistic
been necessary at all if logistics had been betterproblem turns out to be such a fundamental
handled.  factor that combat is somewhat secondary.  It
To avoid the risk of bringing up any historicalturns out that the majority of impressive
controversy I shall use simulated gaming and"improvements" that one can build in one's cities is
hypothetical examples rather than using examplesalso secondary.  It turns out that the logistics is
from Earth's history.  such that small is better.  It is better to build lots
Take for example the strategic eXplore/eXpandand lots and lots of unimproved cities than to
eXploit/eXterminate (4-X) game FreeCiv, which isdevelop your cities.  A player who spawns more
reasonably characteristic of a whole family ofcities in preference to improving existing cities
games known Civilisation Games.  These aregains such a production advantage that bothering
games which offer a wide range ofto develop one's cities puts one at a
civilisation-building tools but which in practice tenddisadvantage.  Thus logistics rules.  This simple
to become shoot-em-ups when played by multiplelogistic fact outweighs everything.  It is in fact a
players.  fundamental problem of the game, a defect as it
When a number of players try to play such awere, which causes all of the colourful details and
game together the logistics of trying to findinteresting artefacts provided in the way of
enough time for enough players to all play at oncepossible city-improvements to be somewhat of a
tends to be an incentive to go to war.   That iswaste of time, a red herring.  Protagonists
because going to war can be a lot faster thanwhose attraction to the simulation is that it
trying to build a civilisation, carefully with attentionprovides a large range of interesting things that
to detail, and taking full advantage of all the manyone can build, are led astray by their quest to
colourful options that are available for makingimprove their cities and they get wiped out by
large cities, full of impressive cultural artefacts. hordes of "barbarians" infesting the world with
The difficulties involved in trying to co-ordinate ahuge numbers of puny, undeveloped
number of players are logistical difficulties.  Canpopulation-centres.  
they all take sleep breaks and meal breaks andI am not at all implying that such a simulation is
breaks to go to work and so on yet still stayaccurate.  In fact I could easily have chosen an
co-ordinated?  Usually not.  So the logistics ofeven more abstract simulation as an example
trying to fit playing time into people's lives tendsbecause the point I am trying to make is nothing
to lead to a desire for short fast games.  to do with the accuracy of the simulation.  My
In the real world, the people enacting these kindspoint is that logistics can be so extremely decisive
of scenarios tend to be provided for in such athat whether, and how, one decides to go to
way that their activities are part and parcel ofcombat, and how one conducts one's combats,
their career.  Volunteers and conscripts mightcan become totally secondary.  If you are
share some of the kind of "lets get this over withpredisposed in favour of a particular logistical
so that we can go do something else instead"course, such as spending resources on
pressure that players of simulation games oftenimprovements to one's population-centres, you
have, but there also tend to be career-militarycan find yourself following a foredoomed course. 
people too who might not only have plenty ofIf you are predisposed to go to war, you can
time to devote to furthering the objectives, butlikewise be foredoomed because building more
even have a vested interested in have it takeand more and more cities can be much more
plenty of time.  important than building combat units.  
Let us put aside the logistics of actually runningLogistics is so important that you really should
the simulation and look at the simulation itself andthoroughly investigate the logistics of the situation
what it is simulating.  There is exponential growth,and the factors that affect the situation before
and that has a powerful logistic effect.  A smalljumping ahead into other military considerations
economic advantage, a small difference insuch as weaponry and troops and so on.  Get
productivity, tends to have an ever-growingthe logistics right and you might be able to get,
effect.  That is actually typical of 4-X (eXploreand stay, so far ahead of any potential opponents
eXpand/eXploit/eXterminate) in general.  Youthat even if they do choose to go to combat
might remember the infamous logistic predictionsthey will be foredoomed to lose to you.  In real
of Malthus, that although population increaseslife that might well lead to their seeking to avoid
geometrically, resources increase arithmetically. going to war with you at all.