jpwrunyan
Posts: 558
Joined: 12/3/2011 From: Uranus Status: offline
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quote:
ORIGINAL: btonasse quote:
ORIGINAL: jpwrunyan It's due to the fact that logistics is *weird* in this game. At the start of the turn, you have LP saturated in each hex along the road. And of course, your perfectly logical grounded-in-reality brain thinks "Oh, I used up all my LP capacity in hex 0,1; so surely there's no more trucks to go down the road". Untrue. If hex 0,1 has 200 LP and hex 1,1 has 200 LP and a combined force of units drains all the LP from hex 0,1 that has *no* impact on the amount of LP that was assigned to 1,1 and so forth down the road. So hex 0,1 is black and hex 1,1 can be a happy green if no one is using it get pull LP off-road to units on the map. I hope that helps. For a simple example of this happening, send one of your units off-road down your logistics network. You'll probably see on your remaining LP overlay something like 200, 200, 190, 200, 200... along your road. 10 points pull off for your unit from the *one* hex, but all the others still have their capacity. If it worked like a flow of trucks delivering goods in an intuitive way, your brain would expect (perhaps) to see 200, 200, 190, 190, 190.... But your brain would be wrong in the abstract math-land of Shadow Empire logistics. The bottlenecks overlay converts the used pts with initial pts to create a percentage use value. So the above (correct) example would be 100%, 100%, 95%, 100%, 100%. By the way, I think there's a good reason for why the logistics system is implemented in this counter-intuitive way. It would be much more difficult to implement logistics in the way I feel is intuitive (I have 400 trucks in my empire to send out and when some of them are used in hex 0, 1, they no longer become available from hex 1, 1 and beyond). The path finding of units to account for truck pick-up locations as trucks get pulled off in such a way is much more complicated than the simpler system used where each hex just "has trucks" independent of the adjacent hexes. Hope that makes sense. I'm sorry, but this makes no sense. Unless I'm really misunderstanding the system it's not at all how it works. If I have 1000 LPs and one 4-hex road, each hex will display 1000 points. If your explanation was true this would mean that I actually have 4000 LPs, and not a 1000. And this is obviously not the case. You are correctly reading my message. And you have precisely identified what makes the logistics system counter-intuitive IMO. But truly, a 1000LP / 50AP logistics center means it's going to put 1000 points into each hex up to 50 AP away, assuming a single road from the origin. In case of two roads, it will send 500 points in each hex up to 50 AP away on each road. So on and so forth. Past 50 AP, it pushes 80%, 60%, 40%, 20% to each hex after that (assuming a dirt road with 10 AP per hex cost). The formula, as I infer it, for AP range penalty is: (AP spent - 50) * .02 (with 0 being the minimum penalty). So 60/50 AP hex gets 10 * .02 = .2 penalty. AKA 20% penalty. At 100/50 AP and beyond you get 100% penalty and your logistics extent runs out. PS I would be happy to be proven wrong on this, but after hours of staring at the logistics overlay and consulting the manual, I'm confident this is how the logistics points works.
< Message edited by jpwrunyan -- 6/17/2020 10:16:12 PM >
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