logistics issues, intended effect?

Towards the late game after I've been invading other races I have several copies of each super project . For the most part it is not too noticable when it is manufacturing capital or the political capital. However Hyperion logistics upgrade and Hyperion range upgrade stack as well. At the end of my last game on Huge I had 68 logistics points and could go anywhere on the map. Having extra 18 - 24 logistic points really changes the balance of power.

Is stacking of super projects an intended effect?


Oh and I had that bug with 454454543b population after invasion show up 3 times in that game. The ridiculous population dissapears after 1 turn but the planet is still maxed out in pop. Meaning after invasion that planet went from 1.2b to 23b (max population based on farms). Since that is a documented issue I wont be submitting it to bug forum. But I really want to know about those super projects

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Reply #1 Top
"Is stacking of super projects an intended effect?"

Yes it is, I've seen Stardockians say that it is intended.
Reply #2 Top
Thanks spear

I guess I'll have to wait till all the civs build a logistics upgrade (and they all seem to since it is a high priority military upgrade). The last game I had 64 logistic points (that is 8 huge hulled ships even by v1.1 standards).

Still it is a bit weird to me that these upgrades stack though. It provides a significant advantage to militaristic nations.
Reply #3 Top
Still it is a bit weird to me that these upgrades stack though. It provides a significant advantage to militaristic nations.


Considering how much military sucked in the first game I think that's fair enough...
Reply #4 Top
Heh. Mod in a logistics capability of 10000 sometime, just for kicks. Watch the game crawl in full battle view when you have 250+ fighters in a fleet.
Reply #5 Top
It makes sense that you should gain a bonus for capturing a valuable planet that has galactic or super project. By the same token you should fight harder to keep and re-take them if you lost one of your own.

I think if you're on a roll enough to steal more than a couple of the same project then putting a cap or not, you'll still win the war. That said, a cap should probably be put on how many times you can stack a super project through conquest. On a gigantic map you could end up with a dozen hyperion shrinkers and that would make for some interesting ships .

i don't think it favors any specific kind of play style which is why i don't think it's a problem.