Rework Logistic system from 'Push' to 'Pull'

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Reppu
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Joined: Tue May 23, 2017 11:44 pm

Rework Logistic system from 'Push' to 'Pull'

Post by Reppu »

Current logistics works that it 'pushes' the logistical capacity on every road and rail that is connected to that logistic center.

This means that:
1. Most of the logistical capacity go to waste. Pushing logistic capasity at every road/rail and intersection.
2. You have to delete roads to control the flow of logistical points.
3. Need to use and micromanager the road signs.
4. AI constantly build and deletes its roads/railoads. And plays on different rulest than player.


What I hope is a change from 'push' to 'pull' system.
What is a 'pull'? It means that logistical centers SEND the required logistics to units, towns and mines that REQUEST them! aka 'pull'. At shortest possible route.

So this means:
1. It only send logistical capacity at those units/building that REQUEST them at SHORTEST possible route.
2. You can just build straight road to you armies that need them.
3. No need to micromanager road signs. And actually the road sign feature could be removed from the game.
4. AI dont need to build, delete, rebuild all the roads all the time. Just build more what they need.
5. AI could play as same rules as player and need to use railways.
6. Spiderweb roads are no longer a problem.
7. Pull logistic system should be less CPU intesive.

Also thinking about navy. Pull system would be easier to impliment.
Example:
Having a port and a naval supply building. With 'Pull' system it would send the logistic to navies or other near by ports that REQUEST them. There are no roads in sea.

Its still would use same logistical range that rail/truck stations have currently. This would solve so many problems of current system. Making it much less micro and need less babysitting. And you could just build more roads and rails and not needing to use road signs to micro the flow of your logistics.

Rant phase:
In every game I just feel... tired to micro the roads. Like: 'I want to make a loop for those mines but I have to snake it around because its the most efficient way'... Every road is a snake... why?
Or have I few batalions 'wasteland border guards' on some quiet front and I HAVE to build a road there so they can have supply and I need to draw the road from my MAIN supply line between my cities. And that means I need to put road signs and it still push too much logistics or too little etc etc...
I usually just build masively oversized logistical centers. So I dont need to spent 'too' many hours to delete intersections and put up the road signs...
I hope you get my point.

Because if we could have 'Pure Pull' system. Then it ONLY sends the logistical capasity to those place that need and REQUEST them. No need the 'road sign' feature anymore. No need to care about intersections, just build a grand road/rail network!

Edit#1
Last edited by Reppu on Sun Jan 15, 2023 12:54 pm, edited 2 times in total.
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BlueTemplar
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Re: Change Logistic from 'Push' to 'Pull'

Post by BlueTemplar »

What version of the game do you use ? An automatic pull system was added several years ago... (and also a manual one in case you need it.)

Major AIs have unlimited logipoints. That's why they never build rail.

Micromanagement vs efficiency is pretty much a tradeoff by design. Especially in games with no time limits. (In ShEmp you can even save time and a few PPs by leaving Decisions to your Secretary !)
Don't fear to embrace inefficiency when you start to feel that micromanagement is getting too tedious (and/or consider maybe stopping the game and playing smaller sized games ?
I had the bad idea for my 2nd game to use a Medium-Large sized map, finally decided to consider it "won" (being fairly sure about that outcome), because when last time I tried to play ShEmp I didn't even manage to do a single turn, because I "needed" to shuffle a dozen Operational Commanders around...)
Reppu
Posts: 17
Joined: Tue May 23, 2017 11:44 pm

Re: Change Logistic from 'Push' to 'Pull'

Post by Reppu »

*Facedesk*...

Any version... Yes the 'automatic pull' and manual one is there... that wich first didnt work and now is just another layer on top of current logistical system. That... we really dont need... among with road signs etc.

AI should not have need to 'cheat' if the system is build better.

Yes it is a 'tradeoff' but still you HAVE to use road signs and delete intersections... Because sometimes HALF of your logistic is going opposet direction from your town or intersection. Because current logistic just 'PUSH' it every direction. Why?... I mean... why not just send it where where it requested.
No time limit? Yeah... I like waste tens of minutes.. hours of MY time sometimes to 'stream line' my 'snake road' that goes town to town. And clean up AI road mess that AI had build and deleted 100 times...

I dont fear inefficiency... that just... It should not be there... Its just waste of time. My IRL time. Thats why I just build long snake road with massive logistical capasity.
Oh yeah. I stop the games because I can see that AI is again loosing / game is 'won'.
And smaller maps? Sure why not. I dont want to give AI possibility to use larger world and its pontential resources against me. But in other hand it wont so... I guess smaller map with few batalions is fine rather than big one with division... I mean the out come is the same.

Yeah. AI need a LOT of improvements. I lost maybe two or three games and rest 90% I quit because AI is loosing badly. It then just is... do I want to spend 6h on this... I still need to suffle leaders... move 200 units around the map... still manage build and delete roads... oh! And road signs... So yeah.

AI need to get a LOT better. And this logistic system needs a rebuild.
It should not be this ineffective or need this much boring micro managering/babysitting.
Why... it just cannot send enough logistic there where is requested and needed...
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BlueTemplar
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Re: Change Logistic from 'Push' to 'Pull'

Post by BlueTemplar »

Reppu
Posts: 17
Joined: Tue May 23, 2017 11:44 pm

Re: Change Logistic from 'Push' to 'Pull'

Post by Reppu »

Yes now it does... like I said.

Edit:
What Im trying to ask for is more or less full rework of logistic systems, and Im looking for opinions on how it could be better. Less time consuming, less clicks but sill the same under the hood. You still need to design your roads and have enough logistical stations.

Edit2:
Also AI could play with same rules. Not needing to delete/rebuild roads all the time. And now could build and use railroads.
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BlueTemplar
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Re: Rework Logistic system from 'Push' to 'Pull'

Post by BlueTemplar »

Or you might have stumbled on this bug ?

[1.12p] LogiSystem ignores City pull points
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BlueTemplar
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Re: Rework Logistic system from 'Push' to 'Pull'

Post by BlueTemplar »

Also AI could play with same rules. Not needing to delete/rebuild roads all the time. And now could build and use railroads.
That *would* be nice, but might require a drastic simplification of the whole system, to the point where it's no longer interesting. I suspect we're dealing with the kind of (NP-)hard "traveling salesman" kind of issues here...

Otherwise, a first attempt for the AI to work with the system might be to have it create one SHQ per city, and then have a separate daemon in charge of dealing with inter-city connections. And another daemon that would request the inter-city daemon for logipoints for strategic transfers ?
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