Privatizing a makeshift port

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stevemk1a
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Joined: Sat Mar 30, 2002 10:44 am
Location: Penticton B.C.

Privatizing a makeshift port

Post by stevemk1a »

What are the implications of privatizing a makeshift port? I did so last turn in order to perhaps then upgrade the port to improve flow of supply to my offshore colonies on the new continent. However, now I have no connection to SHQ to build roads in that colony! Is this problem connected to the privatization of the port? I have been playing shipyarding strategies to upgrade the supply carrying capability of my MTH, but I thought I would also try to upgrade my colonies' ports. Did this scheme backfire, or is there some other reason for my difficulties? I am finding the supply by sea mechanics a little confusing :?:
Magirot
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Joined: Thu Dec 09, 2021 9:01 pm

Re: Privatizing a makeshift port

Post by Magirot »

A Makeshift Port doesn't require workers (neither private nor state workers) to function. When you nationalise it (which I assume you meant) it turns into a regular Port, which does require workers. Quite a lot of them too, 2500 in total.

So the reason the logistics connection disappeared might be that the zone doesn't have any workers, as a Makeshift Port zone starts with 0 population. You would need to send it some colonists, but without a connection I assume you can't. If you can't revert the save I assume the only solution would be a Fate Stratagem like Boom Town?

Edit: Maybe it's more complicated than that, since you talk about colonies I assume they do have population. Maybe you need new transport contracts with new ports? Need to experiment myself too.
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stevemk1a
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Joined: Sat Mar 30, 2002 10:44 am
Location: Penticton B.C.

Re: Privatizing a makeshift port

Post by stevemk1a »

Hi Magirot, thanks for the reply! Yes, I did mean nationalization of the port. I did have some population in that zone, but not quite enough. In the end, I tried a few things. I ended up boosting the zone population with a boom town card as you suggested. I also boosted worker happiness with various zone cards (zoo, commercial development, worker happiness, etc.). That helped, but what really solved the supply squeeze was to negotiate a larger transport contract with the MTH at an additional port zone in the new colony.
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BlueTemplar
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Re: Privatizing a makeshift port

Post by BlueTemplar »

This issue is caused by the new rule of needing remaining logipoints the length of the logitendril between the hex where you want to build the road/rail from, and that hex' zone's SHQ.

In the open beta this rule has been (so far) relaxed to only need initial logipoints (still the length of the logitendril between the hex where you want to build the road/rail from, and that hex' zone's SHQ).
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