[v1.21c] Logistics on 0-LP roads/rails

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mroyer
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[v1.21c] Logistics on 0-LP roads/rails

Post by mroyer »

Is it the game-design intent that when a logistical path exhausts its LP points, it can no longer transfer supplies that do not consume LP? For example, along a road that has but a single LP point remaining, I can transfer unlimited oil, water, IP and energy. Consume that last LP point and suddenly I can't transfer a drop of oil, water, IP or energy.

Seems a bit peculiar and I wanted to bring it up in case it was a bug.

-Mark R.
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BlueTemplar
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Re: [v1.21c] Logistics on 0-LP roads/rails

Post by BlueTemplar »

Good question...

Note that when your logistics (whether strategic or operational) are insufficient during turn processing, even zero-cost items will fail to be supplied.
(Maybe with some exceptions like storage, emergency food and also migration ?)

I guess this might be in place to prevent exploits through costless micromanagement ?
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Vic
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Re: [v1.21c] Logistics on 0-LP roads/rails

Post by Vic »

Ideally this would indeed be improved. It is on the to-do list, but not for immediate implementation.
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