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Yet Another Logistics Question
Posted: Mon Dec 30, 2024 11:18 pm
by Dukie
So I am playing with easier logistics. I have my capital city with a HS Rail VI asset sending ~150k rail points out one direction. These enter a village and come out with ~10k. The only logistics asset in the village is a railhead. There are larger cities down the line (also with railheads) but this village is a severe bottleneck for no reason I can fathom. What have I done wrong?
Re: Yet Another Logistics Question
Posted: Tue Dec 31, 2024 10:24 am
by Voker57
Do the actual rails spread after the village? if so, post the save
Re: Yet Another Logistics Question
Posted: Tue Dec 31, 2024 1:21 pm
by Dukie
They do, to multiple towns down the line. My ".se1" file is not attaching?!
Re: Yet Another Logistics Question
Posted: Tue Dec 31, 2024 4:23 pm
by JeanleChauve
You need to zip the save to post it here.
Re: Yet Another Logistics Question
Posted: Tue Dec 31, 2024 9:30 pm
by Dukie
Thanks, did not know that! Trying this again....
Re: Yet Another Logistics Question
Posted: Wed Jan 01, 2025 12:54 am
by Magirot
What connection do you mean? I would assume the one leaving from Aurora to the southeast, and that the town you mean is Efara, since that's the zone where I see a 150k -> 10k drop (when looking at the HS Rail Station VI asset itself with Preview Pts.). But the drop is only past the city hex at the point where there's a rural HS Rail Station, not where the points "enter the village where the only logistics asset is a railhead", so I'm not sure I found the right place.
Also unlike you say, there are no railheads or stations past that point on the line to the east, which is why this particular drop happens, so I assume you mean some other place, but I can't find any that match your description.
Found it funny how long it takes for the game to calculate Preview Pts. in this save...
Edit: Pipibien to the south (which has a HS Rail Station and not a railhead, and a 60k/90k -> 4k/9k drop instead of 140k) has the same issue with no (active) railheads or stations after it. Those are the only connections from the capital where I see significant drops, but they don't match.
Edit: In case you mean Lapotion Ruins far, far to the west, which matches with "village" and "only has a railhead" but not with "there are multiple towns past it with rail assets": it has the same issue of not having active railheads or stations to the west of it. The only one past it is a 338/200pt damaged railhead which doesn't provide a connection, and thus the points drop to 10%.
Re: Yet Another Logistics Question
Posted: Wed Jan 01, 2025 3:15 am
by Dukie
Thanks Magirot for responding!
The connection that mystifies me is the line out of Aurora to the SE through Torona. Torona has a large drop and it has a functioning railhead. Efara is the next stop down the line. There I mothballed the railhead and built a rail station, and then another station 5 more hexes down the line. I was trying different things to understand the issue.
Bottom line question is, do functional railheads provide an appropriate terminus for a rail line? If I have 3 towns in a row (say 20 hexes apart each) with the first town generating 100k rail points, my expectation is I will not see a significant dip if the last or third town has a fully functional railhead OR a rail station. Is that correct? What effect does a railhead in the second or middle town have? What about a station? Manual is not clear as far as I can tell. If the originating station is say a level 5 and the next station a level 1, is that a problem?
Any help here is greatly appreciated, thanks in advance.
Re: Yet Another Logistics Question
Posted: Thu Jan 02, 2025 2:57 am
by Magirot
Dukie wrote: Wed Jan 01, 2025 3:15 am
Thanks Magirot for responding!
The connection that mystifies me is the line out of Aurora to the SE through Torona. Torona has a large drop and it has a functioning railhead. Efara is the next stop down the line. There I mothballed the railhead and built a rail station, and then another station 5 more hexes down the line. I was trying different things to understand the issue.
With Preview Pts. you can see that the drop at Torona won't be there anymore the next turn, so I assume the issue was that you mothballed the Efara railhead a turn too early. For a rail connection to work, the railhead/station has to have produced the
previous turn, so if you mothballed the railhead when the HS Station had just finished construction, it caused a dead connection turn in between. This is pretty unintuintive and isn't really directly mentioned in the manual, only hinted at with the "production delay" section on page 330 (it details the delay, but doesn't explain its significance to railways).
Dukie wrote: Wed Jan 01, 2025 3:15 amBottom line question is, do functional railheads provide an appropriate terminus for a rail line? If I have 3 towns in a row (say 20 hexes apart each) with the first town generating 100k rail points, my expectation is I will not see a significant dip if the last or third town has a fully functional railhead OR a rail station. Is that correct?
That should be correct, so long as you note the above.
Dukie wrote: Wed Jan 01, 2025 3:15 amWhat effect does a railhead in the second or middle town have? What about a station? Manual is not clear as far as I can tell. If the originating station is say a level 5 and the next station a level 1, is that a problem?
A railhead in the middle has no effect (i.e. it's completely fine to have active railheads in every city if you feel like it), but a station is an issue in that it'll cause a Refocusing penalty for the points flowing into the station, in exchange for refreshing the freeAP of those points. A lvl 5 station getting refocused in a lvl 1 station will be a net loss of logistics points, and with these Easy Logistics HS Stations will probably have no benefit at all, since their range is so immense (your capital's HS Station VI has freeAP 500, divided by movement cost 4 of rail logistics =
125 hexes + whatever distance it takes for the points to peter out). For a terminus station it doesn't really matter.
From the manual:
Once your Logistical Points spreading out from a Logistical Asset reach another active Logistical Asset in a different Hex they’ll be Refocused. Refocusing means that they’ll start at their original full distance potential again but lose part of their Logistical Points equivalent to the percentage of its distance potential already used.
With the first Refocusing a further penalty of -25% onLogistical Points is applied. With the second Refocusing a penalty of -50% is applied and with the third Refocusing a penalty of -75% is applied. A fourth Refocusing is not possible.
At least that's how it works with default logistics, and I don't think easy logistics changes this part. Midcore logistics might?