Page 1 of 1

Some Suggestions

Posted: Sun Oct 26, 2025 11:30 am
by StrategosAcademy
It's a great game, I have some suggestions:

1. Mothballed Truck stations shouldn’t cause refocus. Currently, it’s hard to extend logistics without disruption because a new low level station reduces Logistical Points even when mothballed. Until I upgrade it further, it remains a bottleneck.

2. The private economy should consider deposit size when planning upgrades. For example, if they have an ice mine at level 2 that will deplete the deposit in 5 rounds, they shouldn’t start the expensive upgrade to level 3, as that would be a huge waste of private funds.

3. Secretary nomination and relief: there should be a standard job nomination screen for the secretary role (appearing immediately after relief, so the position remains filled). This would let players decide who is worth assigning. If no decision is made, the game should auto-assign as it does now after clicking next round. Also, the PP cost for relieving a secretary should be decreased, since sometimes a good leader randomly ends up there, and it’s very expensive to get them back.

4. Don't reset decisions state after each visit. For example, I have started to set the national budget, or the zone governor screen, or the organizations' priorities. I set some values, then I have to check something in other screens, and when I go back, the decision screen resets to its original state, so I lose the changes

5. Keep the selected faction in the factions report. Currently, when I click a leader portrait to check it and then close it, it always goes back to the first faction.

6. Make the Stats>Capital price index scale the graph (could apply also to others) relative to the filtered resource. Right now, it’s hard to read the index because it scales to the highest resource, even if I filter for another

Re: Some Suggestions

Posted: Thu Oct 30, 2025 8:35 pm
by JeanleChauve
StrategosAcademy wrote: Sun Oct 26, 2025 11:30 am 1. Mothballed Truck stations shouldn’t cause refocus. Currently, it’s hard to extend logistics without disruption because a new low level station reduces Logistical Points even when mothballed. Until I upgrade it further, it remains a bottleneck.
2. The private economy should consider deposit size when planning upgrades. For example, if they have an ice mine at level 2 that will deplete the deposit in 5 rounds, they shouldn’t start the expensive upgrade to level 3, as that would be a huge waste of private funds.
Welcome!
Points 1 and 2 were patched long ago in the beta branch.

Re: Some Suggestions

Posted: Thu Oct 30, 2025 9:48 pm
by StrategosAcademy
JeanleChauve wrote: Thu Oct 30, 2025 8:35 pm Welcome!
Points 1 and 2 were patched long ago in the beta branch.
That's great!
Point 1 - I confirm it works fine it was an issue on my side, ignore
Point 2 - I have to check as in 1.27c it should be included (but I started the Playthrough before 1.27 arrived in Gog) I have found a change in 1.26m:
-Private Economy will stop upgrading private mines that dont have enough reserves left in the ground
in my case they had reserves for a few rounds, but right after they finalised level 3 of ice mine such asset worked 1 round and the deposit depleted.

Thank you for the reply

Re: Some Suggestions

Posted: Thu Nov 13, 2025 12:51 pm
by Don_Kiyote
Excuse my thread-jacking. I have no better reason than convenience.

Onwards, for the common good...

7. "Maritime Trade House wants to buy IP" Decision dialog: provide a slider for how much IP can be sold in the decision box. The player can already do this in effect by simply transferring IP out of SHQ inventory, or spending it. The decision box automatically updates nicely, and if you want to cheese the MTH, just sell them exactly 101 IP each time. I would never do this of course.

A slider would simply reduce the amount of fiddling.

Alternatively, lock the IP amount at generation, but provide for increments of the request (eg. 100%,80%, ...20%, 5% etc.) as toggles in the decision box.

Re: Some Suggestions

Posted: Sat Nov 15, 2025 7:23 am
by Don_Kiyote
I must be getting carried away. Even so, here's another one:

8. The Logistics issue where a unit's replenishment path is locked to the path beginning with the nearest available logistics points can really get in the way. I'm not sure how to alter the pathfinding logic here, but the existing formula becomes an issue, sometimes a bad one, when that path is insufficient or a disconnected 'filament', while just one or two hexes further away, but in a different direction and orientation to the first path, but still well within Organic Logistics range, another, still charged, path lies.

If that isn't clear, I could explain more. Think of a 'U'-shaped series of roads, with the unit somewhere inside the mouth but closer to one tine than another...

Anyways, the experts may have a way to solve his mathematically. I can just ask that some sort of hierarchy of available paths to the SHQ be generated, so that secondary paths can be used when the nearest is depleted or cut off.

see picture:
SE-127d_logistics lock.jpg
SE-127d_logistics lock.jpg (1.27 MiB) Viewed 108 times