Midcore logistics feedback
Posted: Sat Mar 02, 2024 1:20 am
In the recent interview it was mentioned that not enough people provide feedback for midcore logistics, so here I will do so.
Midcore logistics is amazing! Massive improvement, I can't imagine playing without it anymore! I'd rather sacrifice Blueprints first.
I was comfortable playing with the normal logistics before, but it was very tiering. Every turn having to check all the routes, make sure all the outlying assets got all their requirements, but not more, fiddling with restrictions here, weight there.... and 99% of it was boring busywork without decisions.
Midcore takes all that away and hands it to some underpaid clerk in the second basement layer, leaving me free to do the actual decisions: When to build logisitics assets, where to build them, how to prioritise them and how to lay the roads.
It is not entirely perfect, there a few issues I have noticed:
1) Logistics max range can vary a bit with supply usage.
2) If you are overtaxing, you have less control to prioritise.
3) Sometimes when there are multiple routes to a destination the system decides to use a longer logistics route, with the only option being to destroy a road segment to streamline it, which is annoying if you wanted the road for movement.
1) Is unusual and odd, but it's a quirk, not a serious flaw
2) This is the one situation where I miss road signs, but keeping a healthy logistics system was always essential, so that happens about once or twice a game, and the overall advantages of the system far outweigh the overall assessment.
3) Being able to place stop signs for logistic point propagation would be appreciated to fix this.
Midcore logistics is amazing! Massive improvement, I can't imagine playing without it anymore! I'd rather sacrifice Blueprints first.
I was comfortable playing with the normal logistics before, but it was very tiering. Every turn having to check all the routes, make sure all the outlying assets got all their requirements, but not more, fiddling with restrictions here, weight there.... and 99% of it was boring busywork without decisions.
Midcore takes all that away and hands it to some underpaid clerk in the second basement layer, leaving me free to do the actual decisions: When to build logisitics assets, where to build them, how to prioritise them and how to lay the roads.
It is not entirely perfect, there a few issues I have noticed:
1) Logistics max range can vary a bit with supply usage.
2) If you are overtaxing, you have less control to prioritise.
3) Sometimes when there are multiple routes to a destination the system decides to use a longer logistics route, with the only option being to destroy a road segment to streamline it, which is annoying if you wanted the road for movement.
1) Is unusual and odd, but it's a quirk, not a serious flaw
2) This is the one situation where I miss road signs, but keeping a healthy logistics system was always essential, so that happens about once or twice a game, and the overall advantages of the system far outweigh the overall assessment.
3) Being able to place stop signs for logistic point propagation would be appreciated to fix this.