Page 1 of 1

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

Posted: Sat May 20, 2023 10:21 pm
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.

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

Posted: Sun May 21, 2023 12:53 pm
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 ?

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

Posted: Mon May 22, 2023 10:14 am
by Vic
Ideally this would indeed be improved. It is on the to-do list, but not for immediate implementation.