SHQ questions

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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Maerchen
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Location: Germany

SHQ questions

Post by Maerchen »

Hi, two questions came up in my mind:

1. When conquering a city with an SHQ in it, do you plunder the inventory of it?

2. Is there anywhere a tutorial/how to on raising a 2nd SHQ?

Thanks in advance!
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
redrum68
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Joined: Sun Nov 26, 2017 1:53 am

RE: SHQ questions

Post by redrum68 »

2. Not sure if there is a good tutorial but creating a new SHQ is done from Raise Formation > New SHQ tab.
Maerchen
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Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: SHQ questions

Post by Maerchen »

I know the mechanism. I want to know when, where and why, and how to make it sustain.
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
DTurtle
Posts: 443
Joined: Mon Apr 26, 2010 6:05 pm

RE: SHQ questions

Post by DTurtle »

Hopefully you never have to raise a second SHQ.

When should you do so? When you have a cut off area that can't be connected to the old SHQ. When you're logistical network is so spread out from the SHQ that you can no longer move all the stuff from all zones to the SHQ and back.

What do you need to do?
1. Raise the SHQ.
2. Assign zones to the SHQ.
3. Assign units to the SHQ.
4. Use "Transfer" to move stuff between the two SHQs.

Remember, every zone assigned to the SHQ needs to be able to move its stuff to the SHQ. Then, the SHQ has to be able to send its stuff back out to the zones and units assigned to that SHQ.
MavenCole
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Joined: Tue Oct 13, 2020 6:00 am

RE: SHQ questions

Post by MavenCole »

It might come down to the ability of your logistics network to keep up.
For example I'm considering trying a second SHQ in my current game because even with maxed out logistics assets at my current SHQ I am still bottle necked around the SHQ. Everywhere else is ok

Maerchen
Posts: 348
Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: SHQ questions

Post by Maerchen »

Trying to get this:

1. You need a connection between both SHQ?

2. In the instance of not having a connection: Will the 2nd SHQ zones just wither and die or will I somehow be able to transfer items from 1st to 2nd?
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
DTurtle
Posts: 443
Joined: Mon Apr 26, 2010 6:05 pm

RE: SHQ questions

Post by DTurtle »

ORIGINAL: redrum68

Is there a general rule of thumb on when the logistical network would become too spread out?
No. It just depends on too many things.

However, the biggest draw on logistical capacity is having large zones producing large amounts of metal/rare metal/food that has to be transported to the SHQ. The second biggest draw is having zones outside the SHQ pulling in large amounts of metal (for producing industry for example) because they don't produce enough metal themselves. The third biggest draw - which only really comes into play later - is having a large army using large amounts of ammunition , food and replacements every turn.

If you find that you simply can't build enough assets to keep everything moving, then you can start looking at what zones are using up most of your capacity.
zgrssd
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Joined: Tue Jun 09, 2020 1:02 pm

RE: SHQ questions

Post by zgrssd »

ORIGINAL: redrum68

Is there a general rule of thumb on when the logistical network would become too spread out?
Your logistics network can never become "too spread out". When in doubt, you can just strategic move the SHQ.
At best it becomes "too seperated", to function anymore.
Caveat: There seems to be some limit on how far of a SHQ you can build roads and tracks, but this limit is a bug and should be fixed in the next beta version.

Having a closer SHQ will reduce the distacne some goods have to move, but at the cost of having two seperate SHQ's wich do not have the sum total of your empires resources.

ORIGINAL: MavenCole

It might come down to the ability of your logistics network to keep up.
For example I'm considering trying a second SHQ in my current game because even with maxed out logistics assets at my current SHQ I am still bottle necked around the SHQ. Everywhere else is ok

What do you mean with "maxed out"? Maximum Trains and Trucks? And do you have highspeed rail/sleaed roads the entire distance?

ORIGINAL: Maerchen

Trying to get this:

1. You need a connection between both SHQ?

2. In the instance of not having a connection: Will the 2nd SHQ zones just wither and die or will I somehow be able to transfer items from 1st to 2nd?
1. Unless both are entirely self-sufficient in all resource production, you will need a connection for the goods one SHQ can not make "locally".

2. Credits and PP are shared, so you can always use the Traders or Stratagems to offset any minor issues in one SHQ.
Maerchen
Posts: 348
Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: SHQ questions

Post by Maerchen »

Very helpful, thank you!
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
arvcran2
Posts: 2904
Joined: Fri Dec 11, 2020 3:17 pm

Re: SHQ questions

Post by arvcran2 »

What about a game paradigm alteration or amendment, read: design/definition change, from central SHQ only to an optionally distributed SHQ? Does this make any sense?

The cities store the known local needed resources for the 'next turn'; could the SHQ(s) not also predict which of their zones the resources will be needed for the next turn? Account for maximum usages and distribute Regime share on a priority based policy from the various SHQs to the appropriate zone. This way the player has at least a potential to learn where there may be resource shortages before they actually happen. If the resources are predicted to be adequate they do not need to be topped up. It would also give a turn's notice indicator of a potential logistics capacity deficit. Would this not be better than hoarding all the resources centrally? Obviously this is a non-trivial subject. I suppose ammo load is a googly since there is no limit except for the unreasonable rate of fire of the weapons.

The logistics overlays for predicted view could place LIS deficit numbers on current known, next turn, pull load; at least you can prevent your soldiers from starving, would this help?
zgrssd
Posts: 5102
Joined: Tue Jun 09, 2020 1:02 pm

Re: SHQ questions

Post by zgrssd »

arvcran2 wrote: Mon Apr 17, 2023 11:59 am What about a game paradigm alteration or amendment, read: design/definition change, from central SHQ only to an optionally distributed SHQ? Does this make any sense?

The cities store the known local needed resources for the 'next turn'; could the SHQ(s) not also predict which of their zones the resources will be needed for the next turn? Account for maximum usages and distribute Regime share on a priority based policy from the various SHQs to the appropriate zone. This way the player has at least a potential to learn where there may be resource shortages before they actually happen. If the resources are predicted to be adequate they do not need to be topped up. It would also give a turn's notice indicator of a potential logistics capacity deficit. Would this not be better than hoarding all the resources centrally? Obviously this is a non-trivial subject. I suppose ammo load is a googly since there is no limit except for the unreasonable rate of fire of the weapons.

The logistics overlays for predicted view could place LIS deficit numbers on current known, next turn, pull load; at least you can prevent your soldiers from starving, would this help?
You just necroed a 2 year old general post to make a suggestion.

Why not just make a suggestion for it? That is what that forum is there for.
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