Rivals 2.01 -- Logistics Bug or Player Fail???

So I'm noticing strange things with Logistics. I am thinking this is some kind of bug... but maybe there's a mechanic going on that I don't understand.

What do you think?

PS - I've put in a support ticket: JXT-393-28307

(the support ticket was from a different game, but in it I actually achieved -2 to Total Logistics... is that supposed to be possible?)

 

In the game I'm documenting below, I tried to keep very close tabs on logistics to either understand the mechanics, or find the bug.

Here's a summary of my Logistics for 6 turns in the game: turn 37 through 42.

I have only 1 city. It has an Armory and the next thing (Barracks?) which give +3 and +4 Logistics. In turn 37 I already have 1 Shard, 1 Metal mine.

Base Logistics is +4 (presumably from the difficulty setting). Pay closest attention to the Logistics from City. This is where the excitement happens.

* No units died in battle during these turns. I did get a couple of freebie dwarfs from an Inn.

 

Start

of       Logistics                                                    Units in

Turn     Total     From City     Outposts     Resources     Units     Training     What Happened during this turn

37       3         +7            -1           -2            -4        -1

         2                                    -3                                   Queued up a Clay Pit.

                                                                                   FYI: Full queue = Sentinel, Clay Pit

38       3         +8            -1           -3            -4        -1           City leveled up to Lvl 4

39       3         +8            -1           -3            -5        0            Sentinel completed construction

40       4         +9            -1           -3            -5        0            Clay Pit completed. Queue empty.

         3                                                            -1           Queue up Pioneer

         2                                    -4                                   Queue up Shard

41       2         +9            -1           -4            -5        -1

42       1         +8            -1           -4            -6        0            Pioneer completes. Shard next in queue


Big Questions I have:

1) Why additional +1 for Logistics from City in turn 38. Because of the city Lvl up? But there had been no additional logistics awarded when the city leveled up to Lvl 2 or Lvl 3. Is Lvl 4 special?


2) Why additional +1 for Logistics from City at the start of turn 40. The only thing that happened was that the Clay Pit completed.


3) In turn 42 I received an additional -1 to Logistics from City when the Shard became the currently building item in the production queue (even though I was charged -1 to Logistics from Resources in turn 40 when I queued it up). Did I get charged twice? If not, why did it go down by 1?

29,793 views 4 replies
Reply #2 Top

City level 4 is +2 logistics on Normal (not sure if it's any different on other difficulties)

I have also managed to achieve negative total logistics once or twice.  Seems buggy but I haven't chased it down as far as you have.

I suspect there's a bug in queued items with logistics requirements.

Might do some more testing but I'm kinda peeved at the game at present (see my post on the game-breaking ally blocker bug).   No response from Stardock on the forums yet but it hasn't been that long.   Suppose I should open a ticket.

 

 

Reply #3 Top

Thralls, perhaps?  Only thing I can think of.

Reply #4 Top

Well, I can confirm that there is an issue with the production queue.

I started a new game and tracked things very closely. The gist of the problem is that resources reduce your logistics immediately when you click build, but if they were the second item in the queue, then you are charged a second time for the logistics when the resource becomes the first thing in the queue.

Example: I have a pioneer halfway built. Then, I click Build on a shard. Immediately there is a -1 added to the "Resources" sub-category of Logistics. A turn or two later, once the Pioneer is complete and the Shard becomes next in queue, a new -1 appears under the city's sub-category of Logistics in addition to the -1 already listed for the resource.

To confirm this, I reloaded and did things differently: finish pioneer completely, then build the Shard. In this second scenario, there was never an extra -1 under the city's name.

 

I have not tested any further than that to see if the issue is only with resources, or if the extra -1 is permanent.