[1.10.04]Rail number are still not making sense (Full Version)

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zgrssd -> [1.10.04]Rail number are still not making sense (1/21/2022 4:37:12 PM)

As the values are set up right now, it is better to build 2 T1 railstations using inject then upgrading 1 Station to T2. On just about every single metric.

The only metric that improoves is Free AP. Which is not that important on Rail, given that they are already super long range. Given we only pay 2 AP per hex, we start with 50 Hexes range. I will hit another Station before 25 of those are used up, making refocussing a loosing game even on longer distance cities.

It is better to;
1. Put a Railhead in the city, for full utilisation
2. Have one ingoing and outgoing railtrack
3. Still have 4 hexes besides the city, to have 4 stations inject Rail Logistics into the line.

(If you can keep it to 1 in and outgoing line, you could have 5 stations inject).

A T2 Upgrade when comapred to adding a 2nd T1 station results in:
The same maglevPoints and Fuel
2700 vs 2200 Workers
5 rather then 2 Machines
4 vs 2 turns of building
for a +10 MaglevFreeAP we likely will not get any use from anyway

Better in every way, except the one I have 0 use for anyway.

T3 Upgrade (including the T2), when compared to adding a 2nd, 3rd and 4th T1 Station results in:
7000 insted of 8000 Maglev Points
4200 Wokers vs 4400 Workers. If we look at Maglev/Worker, the 4 T1 are still ahead however
+20 MaglevFreeAP. Agian, not usefull
750 vs 1000 Metal
25 vs 8 Machines
10 vs 2 turns of building

4 T2 vs 1 T5 goes like this:
16k vs 16k Maglev Point
4800 vs 10800 Workers. First time we get a noticeable worker advantage
1250 vs 2000 Metal
+30 maglevFreeAp, which I still do not need
50 vs 28 machines
30 vs 6 rounds

And that is before we consider that spamming 4 small statiosn requires only a T1 or T2 city, not a T2 or T5 respectively.


Trucks have a similar - but smaler - oddity going from T1 to T2. But at least +5 truckFreAP is valuable and each level costs the same in all resources - so not a giant waste.




Vic -> RE: [1.10.04]Rail number are still not making sense (2/9/2022 10:37:22 AM)

Your right! Making changes for upcoming patch.

Did i already add you to the game credits? if not please PM the name or alias i can use to add you.

best wishes,
Vic




Voker57 -> RE: [1.10.04]Rail number are still not making sense (2/9/2022 12:41:44 PM)

Great that it is being addressed! Please also note that with city level restrictions on logistic assets, it might still be better to build injection sites. Would be great to have this restriction removed, at least for logistics and airbases.




Voker57 -> RE: [1.10.04]Rail number are still not making sense (2/9/2022 9:03:51 PM)

Good changes in 1.10.05. However, machine and hi-tech item costs for rail still spin out of control, LP/machine efficiency drops x2 on second rail level and keeps going. Is this intended?




zgrssd -> RE: [1.10.04]Rail number are still not making sense (2/9/2022 11:42:52 PM)

And that still makes injection preferable at level 3. Close. But as I once read from a blogpost: "Close counts in darts, horseshoes and nuclear war - not when trying to determine if a person is over the age of 18!"

Comparing it to if it was fixed at 2/day as well:

2 Level 2 Rail Stations (inclding worker Upkeep):
12k Maglev, 80 Fuel, 5600 Worker,
Machines: (4+15)*2 = 38
Fixed per day: (4+6)+2 = 20

1 Level, 3:
11k Maglev, 70 Fuel, 4000 Workers
Machines: 4+15+36 = 55
Fixed per day: 4+6+8 = 18

I guess now you can at least make a argument that the longtem Fuel and Worker savings might be worth the extra 36 machines. After a few years you propably spend whatever you saved on machines for Workers Salaries.


I am also still confused about that progression of maglev points:
2k
6k (x3)
11k (x1.833)
18k (x1.63)
27k (x1.5)
38k (x1,407407)
51k (x1,342)

Why does it taper off?
And why that extreme gap between 1 and 2?




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