Also gathering the answers in one place
1. I had no idea about more roads/rail being bad. I thought it could only help (or at least not hurt). So what is the ideal logistics system?
Splits are bad. However they only apply if >2 direcitons actually have Logistics on them. A unused or blocked fork does nothing.
However it is also the number of Hexes with Forks that count, not the actual Forks. I always contain my splits in the road to the hexes where the is already a logistics asset (including a city).
2. You mean there's one in Indrus and later one at a supply depot? That's because I conquered Indurs first, build the railhead before expanding further, then build one at the end of my expansion. Are you saying that's hurting my efficiency?
For roads or rails with heavy traffic (like a main supply aorta), you want actuall logistics producers on both ends/every stop.
The refocussing rule can cost you a lot of capacity, even if all it hit was a railhead.
3. So basically I should divide my territory roughly equally (distance-wise) and consider building a new town if I have assets more than 6 hexes away from any town I already have?
All assets greater then 6 Hexes away from a city, cause admin strain.
The values depends on the distance and the summed level of outside vs insisde range assets.
Generally you want to found cities where there are lgostics assets or vice versa, ideally also covering (future) Hex assets. Consider placing a two 2 Logistics Stops over - the one in the middle will not cause a lot of strain to either of the cities, compared ot all the further away stuff.
I also heard that if you settle directly on a Free Folk Town, you automatically retreive all the population of the town - but I never got to test it yet.
1. Correct, I built them when I was running out of food (in the red).
You generally want to try to come out with the Free Food you got from Private Food assets.
They cost you no upkeep, need to be around to feed population anyway and can feed okay amounts of workers.
But failing that, it is cheaper to transport water rather then food to a city - just be aware that Farms cost a lot of workers, so you might be spending a lot more food and money on workers. And any excess has to be brought back to the SHQ.
The 6-hex admin penalty aside, how far apart should towns be for logistics purposes? 15 hexes apart with each town having a rail station and truck station?
You want to have a new Logistics aseet, just before your existing lines run out of AP. That way the full capacity is refocussed.
And where you place the logistics assets, is where your cities should go and vice versa.
Yes, I raised it after having cash flow troubles. What do you mean by zones being "unincorporated?" How do I incorporate zones? Also, what's a good tax rate and what are the downsides of high taxes besides occasional unrest events?
Unincorporated means Zones do not pay any Tax - not even production of Public Resources from Private assets - with the sole exception fo Service Tax.
The advantage is that Loyalty and Happiness go up quickly, so it is a nessesity after conquering a city or severe Happiness issues.
You change it with the Governor -> Zone Orders -> lower right corner
Which councils research linear techs? I want to make a list so I can check them every few turns to avoid this in the future.
The Applied Science council is exclusively Linear techs. But all others can have some as well. They really need a better indicaiton.
I see. I thought lower, to the right meant "better." The engines I picked were small because I wanted to save on gas. Wanted the heavy tanks only for breakthroughs, not encirclements.
We just last week figured out the fuel formula.
It turns out it is 99% weight. The engine has no impact - unless it is a doubel or tripple engine, in that case it doubles or tripples the weight based consumption.
The stated engine consumption is a footnoote.
Could you elaborate on this? So I have the main strategic HQ and then the operational HQs under it (though I have none of the latter). Is there a way to convert existing brigades to larger unit size?
You have to raise Troops "with OHQ". In that case you get a Formation of 1 OHQ and 5 "Combat Units" (what I call them).
OHQ can get a leader, and can be assigned a Posture. While leaders were debuffed a bit recently, they are still fully worth it. Keep them out of fight to avoid leader death (but high heroism might have them lead from the front anyway).
You can also attach 2 Independant units to a OHQ to also benefit from the bonus.
You can also change the size and even Template of a existing OHQ Formatio.
Existing Independant units can not be turned into OHQ formations. At best you can disband the Independant Units, wait for the troops to return to the SHQ, then raise a New Formation "Using SHQ troops".
You loose any unit feats in that process, however.
You got to gauss rifles in just 7 turns? What did you do?
You propably already had it unlocked, just needed it researched - but your Council was stuck on a Linear tech.
Note that there is a penalty if any one Council Budget entry is given more then 100 BP. It will still be faster, just no longer lineary faster.