ZygfrydDeLowe
Posts: 59
Joined: 9/10/2014 Status: offline
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quote:
ORIGINAL: Nemo84 KingHalford, it's been explained to you several times already in this discussion that this is an actual problem for some people playing even on beginner difficulty. Can you please stop dismissing it just because you've played "over 100 hours" and never personally needed it? As if a mere 100 hours can show you every situation a game this complex can throw at you... Let me give you a very clear example of one of my beginner difficulty games. I have a newly conquered city sitting at the edge of a 25 hex rail and covered road line from its nearest neighbour. The rail and road line is on a thin strip of land surrounded by oceans. There's a whole bunch of resource sites and bonus hexes on that strip, all branching off from that some road. Loads of truck stations and supply depots have been built or are under construction to support that strip, as are rail stations. Near the newly conquered city I have several brigades engaged with a major power. Near that city is also a spaghetti of AI-built roads leading nowhere. The city is not yet fully pacified and construction of new transport assets in it is slow. By using about 50 traffic signs to prevent all those side roads on the strip and near the city from eating unnecessary logistics that city receives over 3500 logistical points, my logistics lines extend up to 20 hexes from that city and I can keep the front intact and the city (barely) building its own logistics network at max speed (given the level of unrest). If I remove those traffic signs, my logistics in that city are reduced to below 2400 points, construction is bottlenecked by lack of resources and my logistic lines are reduced to 13 hexes, forcing me to abandon a good defensive position in the mountains for a battle on wide open terrain against a numerically superior opponent. All because suddenly every single lvl 1 resource site is drawing thousands of logistics instead of the 100 it needs, merely because it's located along the main logistical path. And because my logistics capacity around that city is being increased each turn, I have to constantly fiddle with the traffic signs near it to keep all nearby assets operational without having them draw off so much capacity that it impacts the supply of my troops. I know what you mean. It's all fine and dandy until you encounter the AI spaghetti road network (Major Regimes construct Dirt Roads for free). I had to place those traffic lights there manually, as without them my units were not in ideal supply (green) and some where out of supply even. With those traffic signs they were mostly in ideal supply and that makes a difference between victory and defeat. Thankfully I don't feel like I need to adjust them turn by turn. I don't know what is a better solution, destroying unnecessary and unused roads would certainly be nice, but with some conditions, preventing potential exploitation that jimwinsor mentioned.
< Message edited by ZygfrydDeLowe -- 6/9/2020 9:58:03 PM >
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