MTH Tansport contracts too expensive for non invasions

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Xmudder
Posts: 261
Joined: Sun Feb 14, 2010 10:13 pm

MTH Tansport contracts too expensive for non invasions

Post by Xmudder »

I had some 3 hex islands with useful hex perks I decided to colonize. Now I am out 3k a turn because each little island city costs me about 1k each round.

Can we please have much cheaper MTH logistics for moving stuff between the mainland and island zones, or between the island zone and the SHQ, at least for sea zones bordering the mainland with a port, and especially if you are allied? The current prices make sense for military invasions and logisitical support thereof, but are insane for a 3 hex island with Degraded GR Truck, one with a GR Garbage belt, and one with a Ruins. There are 2 more minors on islands I'd like to conquer, but I can't afford what I got when I was experimenting, and I don't want to leave them to die.

I also did not realize that each port can only supply one other.

Now I am building Air Bases to figure out this whole air bridge thing.

It is so bad I only play Pangea maps these days.
Squarehead
Posts: 94
Joined: Thu Apr 07, 2022 11:39 pm

Re: MTH Tansport contracts too expensive for non invasions

Post by Squarehead »

1000 credits per turn for a small logistics contract is crazy money. You are getting fleeced by the MTH if that is what you are paying. Earlier this year I played an Oceania game on a map made up of a bunch of large islands and at the end of it a 42 round 500 point logistics contract cost me between 12 and 63 credits per turn depending on the MTH (so between 504 and 2646 credits for the whole contract). The amount of free tonnage in and your relationship with the MTH have a major impact on what they charge you so it's important to keep an eye on that.

You absolutely can run multiple contracts from the same port as well. This is a screenshot from the end of that game I mentioned and I have 10 separate logistics contracts moving out of my capital's port. The only problem with running a lot of contracts out of one port is if you run out of port points there you'll get efficiency problems with how munch logistics you are paying for vs what is actually delivered. The solution to that is to upgrade the port.
maritime_logistics.png
maritime_logistics.png (2.46 MiB) Viewed 267 times
Re minors/colonies and starving to death, as long as the island zone is self sufficient in terms of food there shouldn't be any danger of it starving if logistics back to the SHQ are cut, and the zone can also then supply food to any local units. That said 3 hexes is really small to justify founding a zone on unless there is something really valuable in one of those hexes that needs a zone to take advantage of.
Xmudder
Posts: 261
Joined: Sun Feb 14, 2010 10:13 pm

Re: MTH Tansport contracts too expensive for non invasions

Post by Xmudder »

It happened again, only this time the MTH in question has a relationship of "stranglehold" on me. I think that is what happened last time. Now I just need the MTH breakup fate card. Or agree to sell them IP and population more often.
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