The Traffic Light System exists to fix issues like this. It's not something you need to do every turn, you do it once, it takes three seconds max, and then it's done.
If you're having to go and change it again every couple of turns, I think you probably need to build more truck stations, as I said.
No, it means I'm constantly adding logistics capacity and conquering more of the AI's road spaghetti.
An asset needs a certain minimum of logistic points to function (100/level). If each turn the logistics capacity of the main road increases, the fraction needed in the branch to operate the asset decreases. Because I'm forced by terrain to support a large invasion force through a single supply line with branches to vital resource assets and hex bonuses, I'm constantly having to readjust the signals to make sure my strained logistics capacity is not strangled by diverting trucks to assets that don't need that many.
Likewise the region around the newly conquered AI cities at the end of that supply line is tangled with roads going nowhere. This dilutes the already tiny logisitics capability in the city so the surrounding countryside assets cannot properly supply it. This significantly lengthens the unrest in the city, increasing the build time on the city's logistics improvements and reducing supply to the units protecting the city from its former owners.
Again, just because you haven't needed it so far doesn't mean others won't. Yes, brute-forcing the system by doing nothing but spam truck stations the next 15 turns will probably solve my problem as the AI is too weak on beginner difficulty to properly counter-attack. But better control over the traffic system will solve my problem far quicker, more efficiëntly and in a far more fun manner.
I don't mind having to place traffic signs to direct the flow, as an intelligent logistics assignment system might be computationally problematic. But at the very least I need to be able to define a specific logistic value that can pass a sign instead of it being a percentage of a varying total. Combine that with a bottleneck overlay that clearly identifies assets with insufficient logistics to operate fully, and it's basically a good enough solution that's relatively easy to implement.
< Message edited by Nemo84 -- 6/9/2020 4:16:43 PM >