Outpost Logistic Suggestion
Just had a chance to watch the twitch stream replay (dec17) where Brad was talking about possible changes to outposts usage of logistics, so I just wanted to throw this out there:
1. Have resource improvement not cost logistics. I agree with Brad, intentionally not building on resources seems a bit odd (given that you probably want every bit of advantage you can get against the SK). Sure, it's a choice, but it really just makes lesser resources seems insignificant (although I suppose you could make all of them important and awesome as well).
- AND -
2. Have each city provide 1 free outpost "support", with the capital providing an extra (so 2 free outposts at the start). However, once you go above the free support, any extra outposts starts costing you logistics to maintain. Basically, this allows you to quickly reach out in the early game to grab some resources without crippling your logistics (with the first 2 free support) and provides some flexibility on city building locations (best tiles and using the free outpost to grab resources). However, if you want to setup large defense nets of outposts, you start incurring logistic losses... which makes sense, basically you're choosing between defending outposts and a defending unit. The key, however, is to communicate this clearly to the player, perhaps via some pseudo-resource at the top that clearly shows how many outpost you have versus how many you can sustain for free, and how much logistic it is costing you (basically a middleman resource for outpost support). This would also rewards good city placement/planning with some free outpost support.
Yes, it is the "both" option. Still, it's the most reasonable solution without requiring drastic changes.