Hazard151
Posts: 147
Joined: 6/15/2020 Status: offline
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Except I don't. There are two towns down that road. The further one has a workforce of about 21 000 people, and an Industry 1, Bureaucratic Office 2, Bio-Fuel 1, Solar Panels 1, Agri-Dome 1 assets, with the dome being upgraded to level 2, leaving aside the private assets This combines into 210 food for the people, 200 food for the fuel plant, 80 total energy, 200 water and less than 50 total resources for the agridome upgrade (I've got a metal crunch going on). It produces 416 food, 5.2k water (coastal zone), 228 fuel, 114 energy, 153 industrial points and 500 recruits. It stores some 1800 food and 5000 recruits. It has a total logistics pull of 1000 or so, which is high but not unreasonably so. It pulls less than 450 logistics points to supply itself with resources, and it pulls less than 450 logistics points to ship resources to the SHQ even at minimum efficiency. Fuel, water, energy and IP are after all logistically weightless resources when shipped between zones. The pull rating, when city pull is one, is 1k pull points. The closer one, which is the one causing problems, has a total workforce of about 12000 people Bureaucratic Offices 2, a Truckstation 2, Oil Drill 1 and that's it for public assets. As far as transport demands go, it consumes some 120 food and produces 500 recruits, everything else is a weightless resource. The zone also stores 3200 food (maxing the food storage, it's force selling food while my SHQ is slowly losing food), 428 munitions (militia replacement production, my munition stores are also dropping, slowly) and 4500 recruits. But for some reason, this zone is pulling 4000 logistics points, drawing the complete logistical effort of the truck facility. The road's pulling some 1900 points towards the town from the truck station, while the road the other way only receives 150 or so, resulting in there effectively being no transport capacity. I can, with traffic signs, adjust that to the point it should drain slowly over time, and hopefully get a reasonable result, but if I don't block pull points the entire thing explodes. Also, those towns have been loyal for many turns, with private farms for their food supply. Looking back in the autosave record, it appears to have started when my logistical support was very thin and a stockpile of food and recruits started forming in the zone. I could probably also resolve the issue by yanking the entire military which was operating at about that time in the area back towards the SHQ and let it drain the resources over time, but the resource flow for production is sufficiently demanding now I'd also need to decrease my workforce just for a chance to get things back in order.
< Message edited by Hazard151 -- 12/5/2020 12:01:28 AM >
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