[1.21p] Ports & logistics techs (and general logistics stuff)
Posted: Mon Sep 04, 2023 8:47 pm
1. Actual bug report: Ports and private ports don't benefit from Automated Logistics or Logistical Optimization, even though it would make sense that automating and optimising logistics would benefit port logistics as well.
2. portPoints progression: It might be worth taking a look at Port efficiency. I know it's a bit different from other logistical assets because ports have to have contracts negotiated separately, but I think the comparison is a bit too stark (and I think in theory you could still benefit from stuff like chaining several lvl 1 ports on the coast for more efficient logistics).
3. Naval logistics in relation to other logistics: "Realistically" I would expect naval logistics to fall somewhere between trucks and rail in efficiency. Which should include the MTH logistical system as a whole, not just portPoints. Currently even the picture painted by the portPoints above is too optimistic since land logistics doesn't have to pay for water/oil/energy/IP, and naval logistics doesn't automatically flow to where there's need. They get benefit from unlimited range, but still imagining the portPoint values as halved might paint a more accurate view of how they compare to other forms of transport in the game.
Suggestions that are easy to implement (I think)
Suggestions that probably require more rework:
4. Air/naval logistics uniformity: It breaks my heart to suggest this before MTH logistics has been buffed, but helicopter/VTOL/thopter air bridges that are not between active airbases should probably get the same -75% penalty as naval logistics without enough portPoints?
2. portPoints progression: It might be worth taking a look at Port efficiency. I know it's a bit different from other logistical assets because ports have to have contracts negotiated separately, but I think the comparison is a bit too stark (and I think in theory you could still benefit from stuff like chaining several lvl 1 ports on the coast for more efficient logistics).
Code: Select all
Port level Workers portPoints p 100 workers Food p 100 workers (100% fishing)
1 25 40 4
2 85 23.5 2.3
3 145 27.6 2
4 212 37.7 1.7
5 290 55.2 1.7
Truck level Workers truckPoints p 100 workers
1 13 61.5
2 28 85.7
3 40 120
4 49 220
5 55 261.8
Rail level Workers maglevPoints p 100 workers
1 13 153.8
2 28 214.3
3 40 275
4 49 367.3
5 55 490.9 3. Naval logistics in relation to other logistics: "Realistically" I would expect naval logistics to fall somewhere between trucks and rail in efficiency. Which should include the MTH logistical system as a whole, not just portPoints. Currently even the picture painted by the portPoints above is too optimistic since land logistics doesn't have to pay for water/oil/energy/IP, and naval logistics doesn't automatically flow to where there's need. They get benefit from unlimited range, but still imagining the portPoint values as halved might paint a more accurate view of how they compare to other forms of transport in the game.
Suggestions that are easy to implement (I think)
- Automated Logistics and Logistical Optimization could boost not only portPoints but contracted points directly too (or MTHs could have their own efficiency tech level that they can improve and player can help with)
- Increasing the tonnage given by each ship so contracts become accessable easier
- Giving a multiplier like "contracted points * max(1, ((port lvl of origin + port lvl of destination) / 2))" to contracts between ports. Getting points to places where there isn't proper infrastructure should be difficult imo, but progressively more slack should be cut when you've built that infrastructure.
Suggestions that probably require more rework:
- A free logistical connection of certain value between your own ports like some have suggested. Would make the life of those forced into becoming maritime empires a bit easier. You could then contract more manually if you need.
- Or instead of free base contracts, include a new form of logistics points ("freePortPoints" or something) generated by ports that goes into a common "free naval logistics points" pool of each contiguous collection of sea zones, and gets pulled between your ports when needed (or with midcore logistics just established at full strength between ports).
4. Air/naval logistics uniformity: It breaks my heart to suggest this before MTH logistics has been buffed, but helicopter/VTOL/thopter air bridges that are not between active airbases should probably get the same -75% penalty as naval logistics without enough portPoints?