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[1.08.03] AI strategic move same turn as road capture

 
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[1.08.03] AI strategic move same turn as road capture - 3/13/2021 7:43:48 AM   
GuardsmanGary

 

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Over the course of an end-turn a major I am at war with capture a section of road using a motorized militia group and then moved 3 units of non-motorized infantry and AT guns along that section of road at least 8 hexes. Obviously that is far in excess of the normal movement range of foot infantry, especially through hexes that would have additional AP cots for being freshly conquered. Reviewing the turn history it labels the steps showing the units moving into the hex as "strategic transfer".

It appears that the AI can utilize strategic transfer to move units along roads on the same turn that those roads are captured, before logistics have been seeded along them. I understand AI does not have to worry about logistics AP range or quantity of points available to it, but it seems rather strange they instantly seed any road they capture(or presumably build) with logistics points, which then allows them to move large quantities of troops into territory they have only just taken that same turn.

Video of the turn history here:
https://streamable.com/wqn3ig
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RE: [1.08.03] AI strategic move same turn as road capture - 3/13/2021 9:22:23 AM   
zgrssd

 

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Are you talking about a minor or a major?
According to the book, Minors with cities:
- do not need any production or logistics network
- all they need is a direct line btween the unit and the city - distance is irrelevant

Majors meanwhile:
- do still need production
- do get some Logistics points for free (not needing a building)

(in reply to GuardsmanGary)
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RE: [1.08.03] AI strategic move same turn as road capture - 3/13/2021 4:44:02 PM   
BlueTemplar


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I guess Majors actually might not care about logistic points either, only about having connected roads ?

(in reply to zgrssd)
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RE: [1.08.03] AI strategic move same turn as road capture - 3/13/2021 5:56:30 PM   
zgrssd

 

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quote:

ORIGINAL: BlueTemplar

I guess Majors actually might not care about logistic points either, only about having connected roads ?

Given the way the bonuses are listed in the handbook:
- Free Dirt Road construction
- Free Logistical Points and AP Range on its Cities

So I would say Majors do still are subject to the normal rules. Or at least should be.

(in reply to BlueTemplar)
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RE: [1.08.03] AI strategic move same turn as road capture - 3/13/2021 6:03:35 PM   
BlueTemplar


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The more I learn about the game, the more inconsistencies I find between the manual, the tooltips and what is happening in the game itself...

Vic, I know that documentation is annoying, but please at least keep up to date with major versions the (very-well organized !) "The Rules" part of the Manual, this game is already hard enough to figure out for new players !

(in reply to zgrssd)
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RE: [1.08.03] AI strategic move same turn as road capture - 3/13/2021 6:43:51 PM   
GuardsmanGary

 

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quote:

ORIGINAL: zgrssd

Are you talking about a minor or a major?
[Manual Information]


A major, but as I said I know majors have different rules regarding logistical range and quantity, but the issue here is that they also seem to not have to wait a turn for logistics to be sent down roads freshly connected to their logistics network. The moment the road comes under its control they have the ability to be supplied by it and, more importantly, use it to strategically transfer units. As that is not listed under the rules differences it looks like unintended behavior. Given that AI's were only recently made to be able to make use of strategic transfer this appears to me to be an oversight in how their logistics system is handled.

(in reply to zgrssd)
Post #: 6
RE: [1.08.03] AI strategic move same turn as road capture - 3/13/2021 7:32:46 PM   
zgrssd

 

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quote:

A major, but as I said I know majors have different rules regarding logistical range and quantity, but the issue here is that they also seem to not have to wait a turn for logistics to be sent down roads freshly connected to their logistics network.

Minors have even easier Logistic rules.
I was mostly doing some information gathering for when Vic reads this. There can be relevant differences in the code between a Majors and a city based minor.

(in reply to GuardsmanGary)
Post #: 7
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