Supply Depots
Supplies move by hand — within 1 km of a depot.
THE 1 KM RULE
A unit can only load, unload, rearm, change missiles or apply a doctrine within 1 km of one of its owner's depots — measured from the building's footprint, wherever you placed it. Every depot in reach is used together, nearest first. A destroyed building or one still under construction isn't a depot; its stock stays in the city.
WHAT COUNTS AS A DEPOT
| DEPOT | NOTES |
|---|---|
| BUILDINGS | Weapons Development, Army Base, Airfield, Naval Base — each holds only the families it stores |
| PARKED GROUND TRANSPORTS | A truck or missile transporter standing still with cargo aboard is a mobile depot at the front |
| MISSILE CACHES | Stock dropped on the map by a transport; no capacity limit |
WHO CAN DRAW FROM WHAT
| UNIT | CAN USE |
|---|---|
| GROUND UNITS | Supply-storing buildings, missile caches, and parked loaded trucks / missile transporters |
| SHIPS | Supply-storing buildings only |
| HELICOPTERS | Supply-storing buildings only |
| PLANES | Airfields only — and only when landed |
| CARRIER-BASED AIRCRAFT | No depot yet |
CHANGING MISSILES
Fitting a stock-tracked missile to a slot — or taking one off — needs a depot in reach. Fitting takes a full slot's worth of rounds from the depot; removing or swapping returns whatever rounds the slot still held. A swap is checked as a whole, so trading one missile for another nets out. New units only get their default missiles if they're built within reach of a depot holding them.
