The following is the 2nd version to limit unit’s walking, flying, swimming range AND simulating supply lines. I’ll be very glad if SD will implement the same (or improved) mechanism in EWOM.
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Units can carry a maximum of M units of food, currently hold Y units of food, consume X units of food per turn, and is able to forage Z units of food per turn.
Each turn, Y unit of food is consumed. The turn after Y=0, they gain the status of “Exhausted”.
Exhausted units will have ATT, DEF greatly reduced & movement speed halved. These units can still keep pressing forward, but the risk of defeat is huge. Generally speaking, exhausted units should retreat, but it is a choice up to the AI/Gamer. The fun thing about Exhaustion is, since it is a status, it can be removed by spell/item/heroes' skill when appropriate.
Exhaustion applies to any modes of transport, including walking, swimming, flying, seafaring and etc. Swimming unit is drowned when it is exhausted.
A land tile carries a maximum of W units of food. Any unit that does not involve in any combat nor damaged previous turn will automatically forage a % of Z food units. This % is terrain dependent. If it is a dessert/ocean tile, this % equals to 0. If it is a city tile, this % can be well over 100%. For most if not all land tiles, food will be replenished automatically to W units many turns later.
50% * M food units is automatically ‘ordered’ to reach the adventuring stack whenever Y drops below 50% (for example) of M. Caravan of food travels from its closest city, & the amount of food ordered equals to any excess over the city's emergency food surplus. If one city does not have the food to cover the 50% * M amount, another food caravan is ordered from the next closest city.
When the caravan arrives, food is equally distributed amongst all units automatically. But there will be UI for distributing food (or transfer items) btw units of the same stack or adjacent stacks.
[Credit to all posters in this thread]