Midcore logistics?

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Squarehead
Posts: 88
Joined: Thu Apr 07, 2022 11:39 pm

Midcore logistics?

Post by Squarehead »

I see the option in the game setup, but how does work exactly? Is there somewhere I can read an overview of how it works compared to the default system?

More broadly I'm kinda curious what people think about the midcore system? Good, bad, maybe more intuitive than the default?
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

Re: Midcore logistics?

Post by Soar_Slitherine »

With midcore logistics on, instead of logistics getting split at intersections, the full amount is sent down each branch. Then, when logistics points are used on a branch, 50% of the amount used is deducted from other branches as well.

The main effect is that it eliminates most reasons to use traffic signs (and they are in fact disabled in midcore logistics mode), which is a nice reduction in micromanagement.

The only disadvantage I've noticed is that branching penalties are still applied in midcore logistics mode, and since you can't use traffic signs, the only way to eliminate them is to destroy unnecessary road branches, which means you have to spend IP to clean up the road spaghetti left behind by AI majors.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
Squarehead
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Joined: Thu Apr 07, 2022 11:39 pm

Re: Midcore logistics?

Post by Squarehead »

Interesting, thanks!
Dampfnudel
Posts: 175
Joined: Wed Feb 27, 2019 7:49 pm

Re: Midcore logistics?

Post by Dampfnudel »

Soar_Slitherine wrote: Fri Apr 26, 2024 4:45 pm With midcore logistics on, instead of logistics getting split at intersections, the full amount is sent down each branch. Then, when logistics points are used on a branch, 50% of the amount used is deducted from other branches as well.

The main effect is that it eliminates most reasons to use traffic signs (and they are in fact disabled in midcore logistics mode), which is a nice reduction in micromanagement.

The only disadvantage I've noticed is that branching penalties are still applied in midcore logistics mode, and since you can't use traffic signs, the only way to eliminate them is to destroy unnecessary road branches, which means you have to spend IP to clean up the road spaghetti left behind by AI majors.
I thought this was not the case 2 years ago with the big logistic patch?

It was changed the logistic acts as a pull system, pullking logistic point were we need it, instead of pushing it equaly everywhere. Did they changed that back? Because that would be terrible.

I was wondering, because I picked shaow empire up recently and tried midcore logistics, and I am not sure why some roads eat so many points of logistics, despite having no demand, while others have a bottle neck. I do not want to use traffic signs. if that was pacthed in again, i will deinstall the game :D
fibol
Posts: 78
Joined: Fri May 12, 2023 3:42 pm

Re: Midcore logistics?

Post by fibol »

The automatic pull points do help a lot getting stuff kind of right, but they are not good enough to completely work hands of, so after a bit of growth you will be messing around with traffic signs and/or custom pull points a lot to get stuff going where it should go on hardcore logistics.

I am not sure what you mean with "roads eating points of logistics despite having no demand" on midcore though? The point of midcore is that roads that don't have demand don't eat logistics points.
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

Re: Midcore logistics?

Post by Soar_Slitherine »

The pull system is still there for the default logistics mode, and the way it works hasn't changed. As before, manually blocking unimportant side roads ensures excess logistics points go on your main supply routes, where they generally need to be in order to be useful for manually shifting troops and resources around, plus it's needed to resolve some special cases and can be useful for prioritization when there's a shortage of logistics.

The pull system doesn't exist in midcore logistics mode, because the whole point of midcore is that there's no need for any method to direct logistics, since every route starts with access to the full amount. You can still end up having remaining logistics on some routes with bottlenecks on others because used logistics is only deducted from the other routes at a 50% rate.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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AugustvonMackensen
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Joined: Mon Dec 23, 2019 5:39 pm

Re: Midcore logistics?

Post by AugustvonMackensen »

Soar_Slitherine wrote: Fri May 03, 2024 10:20 pm [...] logistics is only deducted from the other routes at a 50% rate.
Do I understand this correctly:
Midcore not only changes the way that logistical sources and sinks are connected to each other but also enables the same logistical sources to transport more overall weight than hardcore, because after branching only 50% of the logistical point used in one branch are deducted from the other branches? Does this mean that just splitting a road without additional logistical sources and sending the two branches in parallel increases the overall weight that can be transported in that direction?
Soar_Slitherine
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Joined: Sun Jun 07, 2020 11:33 am

Re: Midcore logistics?

Post by Soar_Slitherine »

Yes, but note that the logistics deliverable to any single target branch is limited to 100% either way. For example, a city can't use more than 100% of produced logistics, because when it uses it, the proportion deducted from its own hex is 100% (and logistics points originating from the same asset are not added up when multiple roads join the same intersection, so a hex can't have more than 100% of produced logistics points on it).
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
czert2
Posts: 547
Joined: Sat Feb 09, 2013 10:56 pm

Re: Midcore logistics?

Post by czert2 »

Soar_Slitherine wrote: Mon May 06, 2024 10:01 am Yes, but note that the logistics deliverable to any single target branch is limited to 100% either way. For example, a city can't use more than 100% of produced logistics, because when it uses it, the proportion deducted from its own hex is 100% (and logistics points originating from the same asset are not added up when multiple roads join the same intersection, so a hex can't have more than 100% of produced logistics points on it).
any reason why it works that way ? logicaly, if you use every resource at given point (now generaly speaking) and you have bigger demand AND there is that resource avaivable from external source, you will use it too (if you can pay for it).
so why game cant use external logistic if it is avaivable ?
for ease, lets asume lp production at booth cities is same
say city A needs only 50% of produced lp and city B is in range of city A, and city B consumption (need) of lp is 130%.
will city B cosume only 100% of produced lp or it will use 30% avaivable from city A too ? how game engine exactly works ?
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

Re: Midcore logistics?

Post by Soar_Slitherine »

That depends on whether Midcore Logistics is on or off.

If it's off, logistics must be split at intersections, but if the branches join together at a later point, the logistics points will be added up.

If it's on, the full amount of available logistics is sent into every branch at intersections rather than being split, but logistics from the same source won't be added up if the branches join together again - otherwise multiple branches receiving logistics from the same asset would generate extra logistics when they join back together.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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