The economy in Xconq is based upon materials. Games that do not include any material types do not have any of the activities described in this section.
Units consume their supplies, both in the course of existence, and by motion/combat. The rate depends on game and unit type; it consists of an overhead consumed each turn without fail, and consumption for each cell of movement. The total is a max, not a sum, since units with a constant consumption rate are not likely to need additional supplies to move (consider foot soldiers who eat as much sitting around as they do walking). Supplies may also be consumed for production and repair, again depending on game and unit types, but this consumption happens during the build phase. Consumption is not affected by the situation of the consuming unit; armies in troop transports eat just as much as when in the field.
Excess production is discarded, unless it can be unloaded into the
producer's occupying units, or distributed to nearby units via
supply lines. Supply lines automatically exist between units that
are close enough (as set by the game), and there is no need for explicit
manipulation. Supply line length depends on the game and the units on
both ends, but is not affected by the intervening terrain. Supply
redistribution does not account for special needs anywhere; it just
tries to utilize production excess. The redistribution method is rather
adhoc; units try to get rid of all their excess supply, and try to take
up supply from other units within supply range. Each direction is
controlled independently, so for instance airplanes can get
automatically refueled from a nearby city, but not from each other. No
unit will transfer all of its supply via supply lines. Normally units
in the same cell can exchange supplies, but some games can disable this
behavior (out-length
< 0), so that explicit transfer using the
give and take commands is always necessary.