SK latest opt-in beta and logistics

I have spent a great deal of time today playing a wonderful game of SK.  Magician, normal difficulty level on pre-defined medium map.

 

However, it has now ground to halt. At one point I had three cities one main army and bunch of units defending my cities.

 

Logistics was in the plus, I was running out of build options.

 

The enemy attacked and defeated one of my cities. I lost about 8 units and my logistics plummeted to -7.

My remaining two cities had no ability to build anything more that would generate logistics.  I tried disbanding some extra units but I did not receive logistics in return.

 

So now I am stuck, I have one kick arse army to find the remaining lieutenant and a bunch of semi-ok units to defend two  cities that are under constant attack. 

 

Logistics has killed my game and not in a fun way. There is no way out, I cannot reduce my armies because my cities will be defeated. If a city is defeated my logistics will plummet again further down.

 

I haven't checked the changes sheet but in previous beta I have never had a major issue with logistics.

 

I feel the balance is broken. Either allow us to build extra building to allow cumulative increases in logistics. Or allow multiple spells on a city to increase logistics. At the moment there is nothing much else I can do.

 

10,194 views 8 replies
Reply #1 Top

This is not balance issue. Obviosly, it is a bug. Try to save/load, it helped on previous versions.

Reply #2 Top

re-loading doesn't change anything - I don't think it is a bug per-see I believe that logistics calculations and contributions have been altered between the two beta 5 versions.

Reply #3 Top

We haven't changed much with logistics between the two beta 5 versions.  This was probably always possible.  Losing your city lost you a bunch of logistics, then you disbanded some units you likely got from quests (that weren't taking logistics anyways... that should be clearer).

Posting a screenshot of your current game state would be helpful in understanding the specific gameplay situation. 

A few strategic options you might have to make a comeback:

  • risk sending an army to re-establish a new city and get back more logistics.  
  • research and cast "Eternal Supply" on your remaining cities (gives +1 logistics per essence)
  • reduce the Doomsday counter if your cities have a lot of Thralls giving logistics penalties

Thanks!

Reply #4 Top

HI Cbray - Thanks for the input I will follow up your suggestions and see how I get on

 

 

Reply #5 Top

Quoting cbray, reply 3

research and cast "Eternal Supply" on your remaining cities (gives +1 logistics per essence)

Really?? just ran a test,  It only gave my city a flat+1, NOT +1 logistics per essence.

Also all the +buffs/essence (except for city food) do not function properly.  Typically work on the first unit built after casting and then stop

Reply #6 Top

@a0152570  that explains a lot

 

My soldiers rolling out of one buffed city (extra hp, defense etc) seem to have same stats as those rolling out of a stock standard city.

Reply #7 Top

Quoting ChungasRevenge, reply 6

My soldiers rolling out of one buffed city (extra hp, defense etc) seem to have same stats as those rolling out of a stock standard city.

Exactly.  But in your next game take a look at the stats of a given unit, cast the buff, wait one turn and check that units stat again.  When i do this i see the buff on the first trained unit, then it rolls back to the original stat number.  killing and recasting the same buff again does not work

Reply #8 Top

Quoting a0152570, reply 5

Really?? just ran a test,  It only gave my city a flat+1, NOT +1 logistics per essence.


There are actually two spells..."Eternal Supply" is a flat +1 Mana for 15 mana (we're upping this to +3 for 20 mana). I believe you get this spell as a starting spell (or it's a very quick-to-learn early game spell).

"Enchanted Supply" is the +1 logistics per essence spell, and that costs 80 mana IIRC (sorry for the lack of concrete numbers...on vacation ATM).

One thing is for certain - we need to rename one spells of those to prevent player confusion. :)