Logistics in Beta Patches

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

Moderator: Vic

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rwbrown
Posts: 17
Joined: Tue Jun 23, 2020 12:49 pm

Logistics in Beta Patches

Post by rwbrown »

Vic,

Can you give us some insight on what your trying to do here? The logistics system is already punishing enough as-is, but between beta 10 and 11 it obviously seems like train use is being emphasized. The issue is early game is already a slog, but the population necessary to run your logistics network by mid game becomes ever-larger. I know some folks really enjoy the logistics system, that’s fine, but I already have a job. Can we get some vision here and maybe a solution to the challenges imposed by logistics? I would honestly be fine with a toggle at this point.

Thanks again, the game really is excellent.
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Logistics in Beta Patches

Post by demiare »

Trying to remove madness when your trucks supply whole empire over 4k-8k km with ease?
Yup, trains are mandatory now - as in real life (well IRL we have ships for same job but ships are out of game now).
I can't call logistic really painful, but now you really need to watch carefully over crossroads. Take in mind that I'm playing with same rules as AI does so dirt roads are free for me [:D]
Falke
Posts: 179
Joined: Fri Aug 13, 2004 10:11 am

RE: Logistics in Beta Patches

Post by Falke »

I would guess he is making it more necessary to create additional SHQ. On Larger Maps a 2nd SHQ can dramatically reduce Logistics Strain
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: Logistics in Beta Patches

Post by zgrssd »

The changes do not affect the early game, at all. Still costs the same 10 Truck AP to go over a dirt road.
Dirt Roads: Still 10 AP
Sealed Roads: 7 AP
Rail: 4 AP since beta11

The changes are purely there for mid-late game. Or Mid-Large sized empires. The time when sealed roads and even rail becomes common enough.
Actually, making the issue come a bit earlier is not a bad thing for new players. Logistics issues tend to sneak up on you: suddenly you got 3 Brigrades in Black Supply and got no idea why.

A Railway is still the best, high-bandwidth connection to the SHQ.
Destragon
Posts: 475
Joined: Mon Jun 08, 2020 6:27 pm

RE: Logistics in Beta Patches

Post by Destragon »

He just wants to reduce the range of truck stations, he said so here:
fb.asp?m=4841068

Now the reason for the branching penalty I still don't really understand though.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: Logistics in Beta Patches

Post by zgrssd »

ORIGINAL: Destragon

He just wants to reduce the range of truck stations, he said so here:
fb.asp?m=4841068

Now the reason for the branching penalty I still don't really understand though.
That makes the calculation easier.
If you got 1 truck line that hits a branch, you have (quite literally) a branching factor of 2. Thte total distance both travel will stay the same (as Truck Point Falloff is based on distance), it is just half as much on each direction.
With the change, after enough branches, the range will also decrease.

My main worry is, if the AI will be smart enough to avoid excessive branching. But even if it does not, we do have the whole "remove road" tool now. So easily fixed.
Destragon
Posts: 475
Joined: Mon Jun 08, 2020 6:27 pm

RE: Logistics in Beta Patches

Post by Destragon »

ORIGINAL: zgrssd

That makes the calculation easier.
I really doubt that this change has anything to do with performance. At least I haven't seen Vic mention it and I don't see why it would. Especially because this just encourages building more truck stations.
ORIGINAL: zgrssd

My main worry is, if the AI will be smart enough to avoid excessive branching. But even if it does not, we do have the whole "remove road" tool now. So easily fixed.
The AI gets free logistics points. It pretty much entirely ignores the system, as far as I know.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: Logistics in Beta Patches

Post by zgrssd »

ORIGINAL: Destragon

The AI gets free logistics points. It pretty much entirely ignores the system, as far as I know.
Free Logistics or Free Truck Points?
And if Free Truck points, do they ignore those rules or follow them like all other Truck Points?
rwbrown
Posts: 17
Joined: Tue Jun 23, 2020 12:49 pm

RE: Logistics in Beta Patches

Post by rwbrown »

This is my point, even if it reduced calculation time, this has more to do with the cumbersome logistics system. You know what has no calculation time? No logistics. He can support the logistics changes but a simple on/off toggle at game launch would negate this hassle entirely.
Destragon
Posts: 475
Joined: Mon Jun 08, 2020 6:27 pm

RE: Logistics in Beta Patches

Post by Destragon »

ORIGINAL: zgrssd

Free Logistics or Free Truck Points?
And if Free Truck points, do they ignore those rules or follow them like all other Truck Points?
The manual just says "Free Logistical Points and AP Range on its Cities", so not sure on the specifics.
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