Logistics made easy

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MultiPurposeCanine
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Logistics made easy

Post by MultiPurposeCanine »

I´ve read somewhere that with the proper use of truck stops, supply bases, and roads/rails the logistic problems can be reduced that micromanagement and stop signs are not even required that much anymore. Can sombebody please explain the best way to employ truck stops, supply bases etc. i. e. where to build them to achieve the above.

Thanks in advance
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Jdane
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RE: Logistics made easy

Post by Jdane »

Maybe start by reading this guide from the War Room, then ask some questions here if some points remain unclear in your mind?
LordAldrich
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RE: Logistics made easy

Post by LordAldrich »

It's really not as complicated as people say. Roads are like pipes, and trucks (LP) are like the width of the pipe.

Build a truck stop in each city. Minimize the number of branches in your roads. If you can't deliver enough supplies then build a bigger truck stop, that's really all there is to it.

If your roads are really long, build rail between your cities and maybe build a supply depot out in the middle to act as a gas station.

About the only other thing people seem to miss is that hex assets (like mines) need 100 LP per level per turn to operate at full capacity. This is what traffic signs are for, limiting the number of trucks that go down a side road to a mine. But Vic is adding a "pull" mechanic to the mines in the current beta build, so you may not have to fiddle with that soon!
MultiPurposeCanine
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RE: Logistics made easy

Post by MultiPurposeCanine »

ORIGINAL: LordAldrich

It's really not as complicated as people say. Roads are like pipes, and trucks (LP) are like the width of the pipe.

Build a truck stop in each city. Minimize the number of branches in your roads. If you can't deliver enough supplies then build a bigger truck stop, that's really all there is to it.

If your roads are really long, build rail between your cities and maybe build a supply depot out in the middle to act as a gas station.

About the only other thing people seem to miss is that hex assets (like mines) need 100 LP per level per turn to operate at full capacity. This is what traffic signs are for, limiting the number of trucks that go down a side road to a mine. But Vic is adding a "pull" mechanic to the mines in the current beta build, so you may not have to fiddle with that soon!
A-firm, thats exactly the information I was looking for!
lloydster4
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RE: Logistics made easy

Post by lloydster4 »

Also, you can now destroy roads for a very modest IP cost. This cuts down on the need for traffic signs, because you're no longer stuck with the AI's "dirt road spaghetti"
Bivmarn85
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RE: Logistics made easy

Post by Bivmarn85 »

How does one destroy roads? I don't see a "disable roads" function anywhere.
zgrssd
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RE: Logistics made easy

Post by zgrssd »

ORIGINAL: Remington427

How does one destroy roads? I don't see a "disable roads" function anywhere.
1. Be on 1.04
2. Road Build Mode. Where you select the type of road, select the Demolition option.
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KingHalford
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RE: Logistics made easy

Post by KingHalford »

The logistics system has just gone through a radical change in the latest beta, so all previous advice is now kind of moot.

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lloydster4
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RE: Logistics made easy

Post by lloydster4 »

ORIGINAL: KingHalford
The logistics system has just gone through a radical change in the latest beta, so all previous advice is now kind of moot.

Somewhat disagree. The "Pull" system will make it easier and less fiddly to get logistics points where they are needed. But the fundamentals of building a logistics infrastructure still hold true. Although supply dump placement will require more consideration... Maybe you're right.
JWW
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RE: Logistics made easy

Post by JWW »

ORIGINAL: KingHalford

The logistics system has just gone through a radical change in the latest beta, so all previous advice is now kind of moot.


Not quite yet as long as your aren't playing the beta. Also it appears at this point that there are preference settings for implementing the new 'pull' system or not implementing them. I don't play the betas, so I'm not positive on that, but it appears that way from reading the change long.
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GodwinW
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RE: Logistics made easy

Post by GodwinW »

I played the game (beta, pull system) 100% ignoring the entire logistics system apart from nationalizing a truck stop and building one in my second city and upgrading them both to lvl 2. And make a road into nowhere.
That was IT.
I did nothing else. At all. (with logistics)
zgrssd
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RE: Logistics made easy

Post by zgrssd »

ORIGINAL: KingHalford

The logistics system has just gone through a radical change in the latest beta, so all previous advice is now kind of moot.

Every Advice that does not read "Make a Maze of Traffic signs" is still as valid as it was before.
MultiPurposeCanine
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RE: Logistics made easy

Post by MultiPurposeCanine »

ORIGINAL: LordAldrich

It's really not as complicated as people say. Roads are like pipes, and trucks (LP) are like the width of the pipe.

Build a truck stop in each city. Minimize the number of branches in your roads. If you can't deliver enough supplies then build a bigger truck stop, that's really all there is to it.

If your roads are really long, build rail between your cities and maybe build a supply depot out in the middle to act as a gas station.
This tips were true before the patch and are true after the patch
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Vhalor
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RE: Logistics made easy

Post by Vhalor »

Step 1: Devote yourself to the Cult of LIS
Step 2: Build truck stations
Step 4: Profit!
"Pull and obtain wisdom. Push and invite ruin." ― Cult of LIS
SSFSX17
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RE: Logistics made easy

Post by SSFSX17 »

The way I think of it is: The logistics system is somewhat like Advanced Tactics, but also somewhat not.

In AT, you needed to put trucks & trains in SHQs. Then the SHQs would move supplies and reinforcements to units. The SHQs would get the supplies directly from city production.

But now, the trucks & trains are trapped inside of buildings. You have to build those buildings (although your people may build basic logistics hubs), and you need enough workers for those buildings.

Supplies are also now split up into food, ammunition, oil, etc. Some of which are used a lot more in combat, such as ammunition. Furthermore, all production buildings need to pull their resources from somewhere - no more instant transfer of metal & oil like in Advanced Tactics.

So now units & buildings are competing for truck & rail points. In the long run, you want to use rail stations in all cities and rail stops at all exterior buildings, so that enough truck points are left for units going off-road. The penalty for distance from the nearest road is also harsher - in Advanced Tactics you could go quite far off-road in open plains, certainly not in Shadow Empire.
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JamesHunt
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RE: Logistics made easy

Post by JamesHunt »

good
zgrssd
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RE: Logistics made easy

Post by zgrssd »

ORIGINAL: SSFSX17

Supplies are also now split up into food, ammunition, oil, etc. Some of which are used a lot more in combat, such as ammunition. Furthermore, all production buildings need to pull their resources from somewhere - no more instant transfer of metal & oil like in Advanced Tactics.
Actually, Water, Fuel, Energy, IP and Emergency Food travel for free on the supply network.

And assets do not actually consume any logistics, they just need a proof they could be supplied - and then work with the Zone inventory directly.
Poliorcetes
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RE: Logistics made easy

Post by Poliorcetes »

I started a new game so hopefully this will make more sense. One thing I am seeing. If you start with full council, it means you are getti g lots of upgraded models and OOB. So I made the mistake frequently of upgrading my units (standard thing for most games, upgrade often). But at the end of supply chain, especially early game, you crush your logistics that way.
I am now trying to rotate units back to capital before upgrading and seeing if that works better.
Werezak
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RE: Logistics made easy

Post by Werezak »

About the only other thing people seem to miss is that hex assets (like mines) need 100 LP per level per turn to operate at full capacity. This is what traffic signs are for, limiting the number of trucks that go down a side road to a mine. But Vic is adding a "pull" mechanic to the mines in the current beta build, so you may not have to fiddle with that soon!
Glad to here this! Having a "pull" component to LP allocation seems sorely needed. It's a pretty mechanical decision, no reason why the game shouldn't automate it.
zgrssd
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RE: Logistics made easy

Post by zgrssd »

ORIGINAL: Poliorcetes

I started a new game so hopefully this will make more sense. One thing I am seeing. If you start with full council, it means you are getti g lots of upgraded models and OOB. So I made the mistake frequently of upgrading my units (standard thing for most games, upgrade often). But at the end of supply chain, especially early game, you crush your logistics that way.
I am now trying to rotate units back to capital before upgrading and seeing if that works better.
The Logistics you can use for Upgrading/Replacement, Raising and Strategic Redeployment are not an issue. They are what is left over after the two Supply passes by the SHQ (once with limits, once without).
Those are not points that could do anything else.

At worst you may get a increase consumption of something like Ammo down the line, but even that is unlikely.
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