Troops no longer getting replacements

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Hardradi
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Troops no longer getting replacements

Post by Hardradi »

Just nearing the end of a bitter war against a rival Empire and all of a sudden my troops stopped receiving replacements.

They are no longer getting them from SHQ and I can't do it manually anymore. I am pretty new at this but I think logistics looks excellent. Troops are at 100% supply. I have lots of spare recruits on top of what I have waiting at SHQ. I built another truck stop right in the middle, it helped with supply but no replacements.

Image

Image

Can anyone help?

EDIT: There are four cities but only one is "incorporated", it is the one at the bottom right. There is a break in the supply line just to the north of this city (no green flow up the sealed road). Is this supply break putting all three Zones to the north out of contact with SHQ and hence its replacements?
LeoMPanther
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Re: Troops no longer getting replacements

Post by LeoMPanther »

It's a bit difficult to say, from the numbers shown I'm guessing there's a bottleneck to the north of your SHQ. Is the truckstation at your SHQ functioning at full efficiency and upgraded as best as it can be?

Your logistics network looks fine. If it becomes dire you could set your SHQ to commit more logistics points to replacements but that wont solve the bottleneck.
zgrssd
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Re: Troops no longer getting replacements

Post by zgrssd »

The Bottleneck display is the data we need. And the data you need probably as well :)

Edit:
Note that Logistics blocks only mater on crossroads. And should usually allow Pull Points through.
Also consider scrapping some roads you do not need. No point even having a crossroad if you don't need one.
arvcran2
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Re: Troops no longer getting replacements

Post by arvcran2 »

zgrssd wrote: Mon Oct 24, 2022 1:27 am The Bottleneck display is the data we need. And the data you need probably as well :)

Edit:
Note that Logistics blocks only mater on crossroads. And should usually allow Pull Points through.
Also consider scrapping some roads you do not need. No point even having a crossroad if you don't need one.
Could some roads be alternates to main logistical routes and not count against the main logistic points?
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Hardradi
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Re: Troops no longer getting replacements

Post by Hardradi »

Thanks for the suggestions. I also did some reading and watched some vids. The road north from my capital was already being used at max capacity and was showing as a black colour.

I upgraded, added and nationalised a couple of truck depots and there was an improvement in free capacity but I still couldnt get replacements. I then also adjusted the reinforcement rate in the SHQ screen and this seemed to make a big difference.
arvcran2
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Re: Troops no longer getting replacements

Post by arvcran2 »

Hardradi wrote: Mon Oct 24, 2022 8:48 pm Thanks for the suggestions. I also did some reading and watched some vids. The road north from my capital was already being used at max capacity and was showing as a black colour.

I upgraded, added and nationalised a couple of truck depots and there was an improvement in free capacity but I still couldnt get replacements. I then also adjusted the reinforcement rate in the SHQ screen and this seemed to make a big difference.
Situational awareness ... what are the populations/COs willing and able to provide? I have not played SE for quite some time.
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Hardradi
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Re: Troops no longer getting replacements

Post by Hardradi »

arvcran2 wrote: Mon Oct 24, 2022 9:00 pm
Hardradi wrote: Mon Oct 24, 2022 8:48 pm Thanks for the suggestions. I also did some reading and watched some vids. The road north from my capital was already being used at max capacity and was showing as a black colour.

I upgraded, added and nationalised a couple of truck depots and there was an improvement in free capacity but I still couldnt get replacements. I then also adjusted the reinforcement rate in the SHQ screen and this seemed to make a big difference.
Situational awareness ... what are the populations/COs willing and able to provide? I have not played SE for quite some time.
I had about 100k pop and 20k workers in my capital, a previously conquered city to the north with about 60k and then was in the process of finalising my war for two other cities with pops of 60K and 80k respectively. I had four armies, militia plus extra independents.

CO's?
arvcran2
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Re: Troops no longer getting replacements

Post by arvcran2 »

chief officers?
Ones in actual charge or influence in releasing their troops *shrug*. If the moral was low and you need replacements it speaks to the severity of the operation. If it is a defensive op. they may be more likely willing than if it is a land grab.

I have no idea how SE implements this or if it is even considered.

My point is the technical logistics potential, if dependent on folks, those folks have to be able and willing.

Some things are intangible, and explainable, whilst others are kind of osmoses and sensory gut feeling wise; like wither you buy those snacks you like at the grocery, sometimes you might be more inclined to on some occasions and others not.
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Hardradi
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Re: Troops no longer getting replacements

Post by Hardradi »

Not in this case, the troops were already hired and equipped.

I just couldn't get them north. Having a similar problem in my second war even though I now have rails built. To a lesser extent though. :D

EDIT: I conquered, four enemy cities in quick succession and tried to build up the logistics infrastructure as quickly as possible. I see now that a lot of assets are either damaged or when repaired or built are not fully manned by workers. They are working at operating at low percentages so I have to try to shut down certain assets to push the workers to the logistics assets or attract more workers to the public sector.

This is pretty deep.
arvcran2
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Re: Troops no longer getting replacements

Post by arvcran2 »

Hardradi wrote: Tue Oct 25, 2022 4:07 am Not in this case, the troops were already hired and equipped.

I just couldn't get them north. Having a similar problem in my second war even though I now have rails built. To a lesser extent though. :D

EDIT: I conquered, four enemy cities in quick succession and tried to build up the logistics infrastructure as quickly as possible. I see now that a lot of assets are either damaged or when repaired or built are not fully manned by workers. They are working at operating at low percentages so I have to try to shut down certain assets to push the workers to the logistics assets or attract more workers to the public sector.

This is pretty deep.
SE's logistics take good time, read: turns, to become fully implemented. Also, in my humble opinion, you have not conquered anyone unless they have concurred!

"Divide and concur.": could have been better written "unite and concur". If you like resources, or you have a motto of all life is precious, that may also fit; not to mention gaining new potential friends and interests.
zgrssd
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Re: Troops no longer getting replacements

Post by zgrssd »

arvcran2 wrote: Mon Oct 24, 2022 2:18 am
zgrssd wrote: Mon Oct 24, 2022 1:27 am The Bottleneck display is the data we need. And the data you need probably as well :)

Edit:
Note that Logistics blocks only mater on crossroads. And should usually allow Pull Points through.
Also consider scrapping some roads you do not need. No point even having a crossroad if you don't need one.
Could some roads be alternates to main logistical routes and not count against the main logistic points?
I have no idea what you are asking here. Roads don't have a capacity, only logistics assets do.
And crossroads split up that capacity
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BlueTemplar
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Re: Troops no longer getting replacements

Post by BlueTemplar »

To get the dumbest explanation out of the way : do you have any missing militia troops ?

They *really* shouldn't pollute the Urgent Issues screen like that, since there's nothing you can do about it short of dissolving militia units with the same troops (they don't just vanish, do they ?), and it's not like having less than 100% integrity units is *inherently* bad... (most of the time, lacking trucks/APCs being an obvious counter-example)
Last edited by BlueTemplar on Fri Oct 28, 2022 1:18 pm, edited 1 time in total.
arvcran2
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Re: Troops no longer getting replacements

Post by arvcran2 »

zgrssd wrote: Thu Oct 27, 2022 9:06 pm
arvcran2 wrote: Mon Oct 24, 2022 2:18 am
zgrssd wrote: Mon Oct 24, 2022 1:27 am The Bottleneck display is the data we need. And the data you need probably as well :)

Edit:
Note that Logistics blocks only mater on crossroads. And should usually allow Pull Points through.
Also consider scrapping some roads you do not need. No point even having a crossroad if you don't need one.
Could some roads be alternates to main logistical routes and not count against the main logistic points?
I have no idea what you are asking here. Roads don't have a capacity, only logistics assets do.
And crossroads split up that capacity
My question was related to potential, flow control, how it is implemented, and regulated in the logistical system of SE.
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BlueTemplar
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Re: Troops no longer getting replacements

Post by BlueTemplar »

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Hardradi
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Re: Troops no longer getting replacements

Post by Hardradi »

BlueTemplar wrote: Fri Oct 28, 2022 1:11 pm To get the dumbest explanation out of the way : do you have any missing militia troops ?
Yes, plenty of them are missing troops but as far as I know you cant directly replenish them. I think you have to raise militancy to get them to fill back out.
BlueTemplar wrote: Fri Oct 28, 2022 1:18 pm This thread should be helpful :
Yet another logistics tutorial (questions welcome!)
Thanks :)

The game is finished now. I got into a similar situation a few more times but not as bad or for as long. One thing that wasnt working to well was high replacement percentages in the SHQ update screen. Looks like I need to read the thread above to get a handle on what is going on with that.
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BlueTemplar
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Re: Troops no longer getting replacements

Post by BlueTemplar »

Hardradi wrote: Mon Oct 31, 2022 8:19 am
BlueTemplar wrote: Fri Oct 28, 2022 1:11 pm To get the dumbest explanation out of the way : do you have any missing militia troops ?
Yes, plenty of them are missing troops but as far as I know you cant directly replenish them. I think you have to raise militancy to get them to fill back out.
Then that would be the reason for the warning ?
zgrssd
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Re: Troops no longer getting replacements

Post by zgrssd »

BlueTemplar wrote: Mon Oct 31, 2022 11:49 am
Hardradi wrote: Mon Oct 31, 2022 8:19 am
BlueTemplar wrote: Fri Oct 28, 2022 1:11 pm To get the dumbest explanation out of the way : do you have any missing militia troops ?
Yes, plenty of them are missing troops but as far as I know you cant directly replenish them. I think you have to raise militancy to get them to fill back out.
Then that would be the reason for the warning ?
Who said the warning has a reason?

Half the important information is missing from the UI, but in turn we have 50% unimportant information.
arvcran2
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Re: Troops no longer getting replacements

Post by arvcran2 »

zgrssd wrote: Wed Nov 02, 2022 4:54 pm
BlueTemplar wrote: Mon Oct 31, 2022 11:49 am
Hardradi wrote: Mon Oct 31, 2022 8:19 am
Yes, plenty of them are missing troops but as far as I know you cant directly replenish them. I think you have to raise militancy to get them to fill back out.
Then that would be the reason for the warning ?
Who said the warning has a reason?

Half the important information is missing from the UI, but in turn we have 50% unimportant information.
I say this lightly: due to work load considerations, the game reporting system has a potential to be augmented in order to provide the information in a dynamic needs based priority order.
Who's needs are a priority is the quintessential question. The player, being one person is not able to focus uniquely and as effectively upon all the needs in parallel, where as the game is simulating having the appointed or represented best leaders employing "care of what matters".

Re "Who said ..." : Is this a moderation within this thread?
zgrssd
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Re: Troops no longer getting replacements

Post by zgrssd »

arvcran2 wrote: Thu Nov 03, 2022 1:50 am
Re "Who said ..." : Is this a moderation within this thread?
I am not a moderator, so why would this be a case of moderation?

Blue made the argument "this is on the UI, so it must be important".
Which just is not a valid assumption. That is now how small, single Dev projects work.
I pointed out that faulty assumption.
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Hardradi
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Re: Troops no longer getting replacements

Post by Hardradi »

BlueTemplar wrote: Mon Oct 31, 2022 11:49 am
Hardradi wrote: Mon Oct 31, 2022 8:19 am
BlueTemplar wrote: Fri Oct 28, 2022 1:11 pm To get the dumbest explanation out of the way : do you have any missing militia troops ?
Yes, plenty of them are missing troops but as far as I know you cant directly replenish them. I think you have to raise militancy to get them to fill back out.
Then that would be the reason for the warning ?
I am not sure why you are talking about a warning as I don't think I mentioned one. The replacement issue I had was through observation via the auto and manual systems.

Anyway, cheers for the help.
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