I thought I'd consolidate my reply so that I can keep my questions together (follow-ups based on the comments).
Disclaimer: I only have 80 played hours with this game
After having a quick look, a few things I have noticed (not an exhaustive list, as I had just a few minutes):
- delete excessive roads / road connections as the more Road and Rail branchings you’ll have the more your Logistical Points will be dispersed.
there is even a penalty: If your Logistical Points get split over multiple (Rail)roads that will count as a Branching. After 4 Branchings your Logistical Points will suffer increasingly stiff penalties when they get branched
- You only need a railhead at the end of a rail line. Units will pull logistics from the rail itself then.
- Use OHQs as these will add a combat bonus, currently you are only using independent units. Independent formations don't get the bonus from an OHQ. Only use these if you didn't develop a formation for it.
- Indrus zone: is too small. Increase the size of the zone with the zoning tool. Now all your territory belongs to Cambridge zone, and it is too large for the city to handle, so it suffers a 49% admin strain which is huge. if
you have Rural Assets further away than 6 Hexes from the Zone’s City they will start to give your Zone problems in the form of Administrative Strain. the farther, the worse.
1. I had no idea about more roads/rail being bad. I thought it could only help (or at least not hurt). So what is the ideal logistics system? Do I just need to make sure there are no redundancies in my roads? So for instance, if I have two parallel roads going to the same location (perhaps because during a war with an independent, a roadway was cut off and I ended up building a now redundant one to bail out those out of supply troops), I need to make sure I delete it after the war is over and the supply issue is gone? I guess I also need to make sure that after sufficient branchings, that I build a new truck station / rail station?
2. You mean there's one in Indrus and later one at a supply depot? That's because I conquered Indurs first, build the railhead before expanding further, then build one at the end of my expansion. Are you saying that's hurting my efficiency? I was thinking of leaving it in case the furthest one gets cut off. Then at least my supply line from the capital to Indrus still works instead of the entire rail line breaking down. Am I misunderstanding the rail system?
3. So basically I should divide my territory roughly equally (distance-wise) and consider building a new town if I have assets more than 6 hexes away from any town I already have? Is there a rule of thumb anyone follows as to when to create a new town for these purposes?
quote:1. Correct, I built them when I was running out of food (in the red). I should mention re: BP that I am playing with slow research speed. I'm not sure why else it would be slow. Most of my Bureau offices are maxed out as it is. I've also only recently gotten the advanced farms (due to slow research speed settings). Is the game not optimized for anything but the default research speed?
Well, let's start with the things that are alright. Your leaders are all more or less well suited for their positions. Some low capability ones here and there but we're not always lucky with getting those cap 4's when we need them. You're not in any disastrous wars so there's time to fix things as well.
Now for the things that need improvement.
It's turn 173 yet your empire is significantly lacking development. Your resourcing infrastructure and BP production is pretty much non-existent, which probably explains the slow progress. None of this is helped by the completely overstretched population with your capital having roughly 290,000 public and private jobs but a population of only 206,000. A big cause of this is the sheer amount of domed farms you've built (or nationalized?), which are incredibly worker intensive. Switching over to hydroponic food factories will eliminate a ton of jobs while producing more food. You could also make use of the slave trader in cambridge to buy population for the city, just call up the governor and select the option from the list.
quote:The 6-hex admin penalty aside, how far apart should towns be for logistics purposes? 15 hexes apart with each town having a rail station and truck station?
Another big factor contributing to the lack of development is your logistics network. It's barely functional, stretched over far too much territory, with too many junctions and no traffic sign management at all. Your metal mines aren't producing anything because they can't get any logistics points to them. The far flung truck stations, supply bases, and railheads is causing significant administrative strain in your capital, nearing 50%. Administrative strain is caused by having assets in a zone further than 6 hexes away from the city hex, with each 10% of administrative strain reducing the output of all of your public assets in that zone by 10%. Creating new zones at the far flung edges of your empire will take the strain off your capital zone. Adjusting the borders of your other zones will also help, especially in the far north-east where your third zone only has 2 hexes.
quote:Yes, I raised it after having cash flow troubles. What do you mean by zones being "unincorporated?" How do I incorporate zones? Also, what's a good tax rate and what are the downsides of high taxes besides occasional unrest events?
Your treasury and cash flow is not looking too good either with expenses twice that of revenue, mostly due to the fact that your other zones are unincorporated and not being taxed. I cna see in the decision archive your people have been asking for lower taxes, and at 75% sales tax it's not wonder why. I suspect it was raised that high to try and get whatever money you could, if the bottom of the barrel sell prices for food, metal, rare metal and radioactives in the traders is anything to go by.
quote:Which councils research linear techs? I want to make a list so I can check them every few turns to avoid this in the future.
Your military and airforce research councils were both researching lightweight alloys, a linear tech at 97% progress, meaning they were making absolutely no progress. Linear techs cost progressively more research points the closer they are to completion, but they provide an immediate benefit for every percent of progress. Leaving your councils on linear techs for too long just has them spinning their wheels. Given that your current airforce research council director was appointed on turn 103 means your military research council hasn't had its research changed for at least 70 turns. You've got a lot of techs with drips and drabs of progress that is most likely from your research sharing agreements with the Sizza Republic which points even more to the fact that you have not been keeping up with your research councils tasks.
quote:I see. I thought lower, to the right meant "better." The engines I picked were small because I wanted to save on gas. Wanted the heavy tanks only for breakthroughs, not encirclements.
It doesn't look like your model design council has been doing anything either; it's got 14,000 BP stockpiled into discovery and you've only got 2 iterations of your starting infantry and machine gun models and a handful of others. Your medium and heavy armour designs are also very poorly designed with your heavy and medium tanks and tank destroyer being outright immobile due to their pathetically weak light diesel engines. You've got a high velocity gun on your assault gun model which you should really never do as assault guns get a -50% penalty to their hard attack. Howitzers are much better suited for them. Similarly your light tank is also fitted with a high velocity gun when they lack the caliber to offer sufficient penetration to deal with enemy armour. They too benefit the most from being equipped with howitzers.
quote:Could you elaborate on this? So I have the main strategic HQ and then the operational HQs under it (though I have none of the latter). Is there a way to convert existing brigades to larger unit size?
Your military consists almost entirely of independent MG regiments. you would have a much more robust and functional military if you instead raised OHQ brigades. You can adjust the size of the formation and whether it is independent or part of an OHQ when you raise it. MG battalions are recommended early on because they are cheap, quick to produce, and durable for their role, but raising entire regiments and building your military out of nothing but them. Regiments/corps are very manpower intensive and are really not even necessary in most situations. Your units on the far edges are also starving to death from lack of supply due to the terrible logistics situation, and I see you're lacking replacements pretty much everywhere. You need to build replacement sub-units in the SHQ for them to be sent out to units requesting them.
The reason I was going for the brigades is because I needed lots of individual units to expand outwards early on. And then I just kept them from that point forward.
I've made adjustments to your national budget and council priorities, set your research councils on a better path, and fixed up your logistics and worker shortages as best I could. I also diplomatically annexed the farmer minor and established a non-aggression pact with Sizza just in case. Your goal should probably be to build up your military to face off against Primafel. I've boosted their relations somewhat but they're still hostile. Make sure to keep checking your research councils to see if they aren't stuck researching a linear tech, as well. I've upgraded your infantry to heavy combat armour and gauss rifles but I'd build up your power infrastructure and switch over to laser rifles sooner rather than later. Also, when you go for another design pass on your tanks try to keep the engine power close to the total weight, there will be a tooltip that tells you the weight of the vehicle when you're selecting parts. You also had a mainframe AI in your capital that I've been getting free discoveries from, but it's reached the point now where talking to it might become a risk.
Here;s the save, turn 180: https://filebin.ca/5xTtiYllB1PC/a11.se1
You got to gauss rifles in just 7 turns? What did you do?