1.27c - Total Logistical Points not available for Raising Formation

Moderator: Vic

Post Reply
bivhitscar
Posts: 5
Joined: Sun Oct 12, 2025 5:45 am
Location: Australia

1.27c - Total Logistical Points not available for Raising Formation

Post by bivhitscar »

I've got an issue where the road between two LP sources isn't providing the total amount when attempting to raise a formation.

The hexes inside the blue circles are providing what the labels show. The remaining hexes in between are all only providing 1316 points (which seems to be the output from the NW supply base at Cokedale).

log_points_issue.png
log_points_issue.png (1.72 MiB) Viewed 368 times
Attachments
log_points_issue_v_1_27c.zip
(3.01 MiB) Downloaded 7 times
bivhitscar
Posts: 5
Joined: Sun Oct 12, 2025 5:45 am
Location: Australia

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by bivhitscar »

Sure, here it is.
Attachments
log_points_issue_turn_63.zip
(2.99 MiB) Downloaded 8 times
JeanleChauve
Posts: 207
Joined: Thu Apr 06, 2017 5:03 am
Contact:

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by JeanleChauve »

Thank you for the save!

The SHQ provides the items for unit creation. All item transfers from cities to the SHQ were completed at the start of the turn.

Your problem stems from the fact that you sent part of the logistics flow from the SHQ back to itself from Weimar and Osnabruck.
Here is your save 63 with the Traffic corrections so that these interferences no longer come into play and the current points correspond to the points needed to create formations.
The numbers in yellow indicate the points from the SHQ still available for formations after removing the used ones and refocusing towards the end of the route.
You may notice that after passing through a truck station, the current points are always higher than those available for formations; this is due to the refocus.
autosave_round63TrafficOptimized.zip
(3 MiB) Downloaded 9 times
I also created a second save 63 for you with a redefinition of the routes and traffic to optimize your logistics. I invite you to transform your dirt roads east of SHQ into sealed roads.
autosave63TrafficAndRoadsOptimized.zip
(3 MiB) Downloaded 8 times
[edit]Edited files 1:43PM
bivhitscar
Posts: 5
Joined: Sun Oct 12, 2025 5:45 am
Location: Australia

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by bivhitscar »

JeanleChauve wrote: Tue Oct 14, 2025 11:27 am The SHQ provides the items for unit creation.
Aha! This is the piece I was missing. In my mental model, I assumed that Logistical Points were equivalent to item availability (which is only coincidentally true in the early game). Now I see that Logistical Points show the total potential capacity of the road/rail but says nothing about item availability.

Also I very much appreciate seeing the optimised road connections. I have already made many similar changes (including some sealed roads), so it's great to see my decisions are going in the right direction. I hope you didn't look too closely at my cabinet though, that is a big mess. This is my first play through and there is so much to learn, but so far I'm loving it.

Thank you for your help!
JeanleChauve
Posts: 207
Joined: Thu Apr 06, 2017 5:03 am
Contact:

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by JeanleChauve »

bivhitscar wrote: Wed Oct 15, 2025 6:54 am I hope you didn't look too closely at my cabinet though, that is a big mess. This is my first play through and there is so much to learn, but so far I'm loving it.

Thank you for your help!
It was a pleasure helping you.

For a first playthrough, you seem to know a lot more than the average beginner.

Indeed, you're having some trouble with some leaders, but that should gradually resolve itself if you increase your word score.
Be careful with faction profiles.
Like you, at first, I thought it would be interesting to juggle profiles to gain low-level regime feats. But that's a bad idea unless you're on a tight schedule and have a thorough understanding of this mechanic!

For a faction to be viable, it must have at least one profile, ideally two corresponding to those of the nation.
Each new faction always has at least one free profile (political, social, or psychological) upon creation. It will choose the highest profile in the nation when completing its new profile.

The Elite Society is causing you a problem because it doesn't have Hearth in its profiles, which is the case for the other three. You can either remove its leader to eliminate the faction, but this will be costly and you'll lose a Level 4 leader, or you can use Democracy as the nation's political profile, as is the case on turn 63. This will reduce the happiness of two other factions, but they will all have at least one profile that matches your nation.

I'd be interested to know how you solved this challenge and how this leader's career (Humanlane) is going.
bivhitscar
Posts: 5
Joined: Sun Oct 12, 2025 5:45 am
Location: Australia

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by bivhitscar »

To be honest, I've only briefly read over the leaders and factions sections of the manual. I read grognerd's HR admin guide, which has helped (show me all my mistakes...), but it's the system with which I am the least familiar.

Maintaining Heart and pushing Democracy up is basically how I've tackled the problem for now, so it's again good to see I'm on the right track. Other than that I've mostly concentrated on making decisions that keep most people happy, most of the time. I haven't wanted to remove senior people, unless their relation is consistently low (I've only removed one person so far). My intuition says I'm better off keeping the high XP/Cap leader, even with a bit of a low relation. So Humanlane is still in his position and doing okay; currently with 76 relation. Overall, the cabinet, while subpar, has most members >80 relation most of the time (when I'm not changing the national budget around... that certainly hurts).

My next play through I will be focusing heavily on personnel in the early game. I can see that the cumulative effects of XP over time (and alignments) are going to add a lot of benefit.
JeanleChauve
Posts: 207
Joined: Thu Apr 06, 2017 5:03 am
Contact:

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by JeanleChauve »

Thanks for replying :)
You're going to have a blast with this game!

I also noticed that your two cities colonized by force are defined as regular zones instead of unincorporated, even though the population happiness is low.
I invite you to read chapter 5.3.11.4. REGULAR AND UNINCORPORATED ZONES, which tells you that you receive a double happiness bonus in unincorporated versus regular zones if it's less than 75.
Also, offering an public budget of 1 credit is enough to grant a +1 happiness bonus.
Once you reach 75 happiness, it's time to switch back to regular zones.

I also invite you to watch the Strategos Academy YouTube channel, which has a playlist of excellent tutorials on SE. This is the most comprehensive one yet. Unfortunately, it's based on the GOG game, which doesn't support beta testing and therefore isn't up to date with recent patches. However, it allows you to fully understand each of the game's mechanics in depth.
https://www.youtube.com/playlist?list=P ... g3gX5qSzVe
bivhitscar
Posts: 5
Joined: Sun Oct 12, 2025 5:45 am
Location: Australia

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by bivhitscar »

Oh dear, I saw somewhere that above 50 was the right time to incorporate - I really need to keep making my way through the manual. But that means less time playing. :lol:

Thanks for all the advice! I'll definitely check out those videos too.
Don_Kiyote
Posts: 299
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: 1.27c - Total Logistical Points not available for Raising Formation

Post by Don_Kiyote »

JeanleChauve wrote: Wed Oct 15, 2025 9:50 am ...at first, I thought it would be interesting to juggle profiles to gain low-level regime feats. But that's a bad idea...
Thats what I do every time. Imo, its the only way to have the full political mini-game happening.
bivhitscar wrote: Thu Oct 16, 2025 7:00 am My next play through I will be focusing heavily on personnel in the early game.
This is a good way to play. But be aware, early game leaders have on average lower Capacity and base stats (excluding Willpower). Or at least it seems that way.

The manual explains:
Tech Level: "Also provides a Technical Skill Family increase for newly recruited Leaders."
Regime Admin Level: "Also provides a Command Skill Family increase for new Leaders."
Regime Civilization Level: "Also provides an Interpersonal Skill Family increase for new Leaders."

(see 5.6.2.7 Levels, p. 224-225 in my version)

So it says "skill family increase", which would mean more points on specific skills in that family. But I pay the closest attention to the base stats, with specific skill levels, like say 'Investigation' in the Technical Skill Family being at <40> instead of <14>, being far less important. And I don't know if its true or not, but I play with the assumption that base stats (ie. Intelligence, War, Charisma, but *not* Willpower) all climb *on average* as Civilization levels climb, for newly generated characters.

I think or believe also that mean/median Capacity climbs with Civilization Admin level. In fact maybe only this part is true, and higher cap tends to mean also higher stats. It's hard to tell.

Basically though it seems apparent that overall, early recruited leaders have lower cap and stats, as well as lower skill levels, relative to later recruited ones.

gl
Post Reply

Return to “Tech Support”