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I’m not sure there is a big problem with the worker count either. It’s tight up until Base 5, generous until Base 7, and basically free higher up. Could be a difference in the way we play.
The last time I achieved a 5000 happiness town was when minecarts were the “trains” of the game and I hooked up a packager per 4 products to each side of the shop. One magic conveyor was enough for all but a few of the bulk products in the food market. It primarily used a logic block checking the packager inventory and a stop sign back at the storage barn. I could totally see an LTN system being doable here, it just wouldn’t be smooth to implement.
I was able to set up a logistic system that only sent a mine cart from the storage barn if the packager was sub 16 crates. It wasn’t easy, and I think I was suffering a bug back then that was fixed.
The tools are all here in factory town, and other than smart workers/stations I don’t quite see an elegant solution.
Edit: to be clear, 5000 happiness is when all of the buildable homes are happy from all possible goods. This goalpost can change due to the latest town update, and the nature of infinite research expanding the housing limit.
I was basically looking to try to reach the 5000 happiness point. I had covered at least half the map with buildings and tracks, looking to really scale up my production for the late-game.
I don't really think that the labor count is a problem. Ignoring the period of time where I hadn't figured out how to upgrade houses with the new mechanics yet, I always had plenty of spare labor, really. I was relying exclusively on belts/pipes and trains for my transport, expecting to use much or all of my labor for production, though.
If I wasn't interested in doing that, I likely wouldn't have run into these problems to quite the same extreme. I would have noticed that my belts were a little bit under-powered for local distribution at some point, and I would have had a bit of train/belt spaghetti going from town to town, and I likely would have noticed that I needed a couple of dedicated train loops for some of the bulkier resources that need to be moved from one town to another. Nothing that would have stopped me from progressing exactly, but annoying hurdles that are somewhat difficult to anticipate given the availability of information on production/consumption rates in the game right now, and the fact that infinite research can break pretty much any such calculation at end-game.
I'm also not really talking about the last little bit shipping the final products to the markets - that's a way lower volume than any other step in the production chain. I'm primarily focusing on transporting raw materials and the first tier of intermediate products. These are the items that really need to be moved around in massive quantities.
Sort of. The logic system in its current state is woefully inadequate for that sort of system, due to broken timing behaviors and a lack of primitives capable of handling the concurrent nature of the problem. At the moment, I don't think a player could actually get very close to that behavior, even in theory.
That said, after the logic rework, and with the right extensions, it may well become viable for the player to set up such a system themselves without an absurd amount of effort.
As far as tools go, I think the tools we had were mostly adequate until the most recent update where things started needing to be shipped around between different production centers to maximize bonuses. Point-to-point basically works if you can put everything close together and build production for pretty much any resource close to where it is being consumed. Now that that isn't really true, getting items where they need to go has become a real headache.
I basically agree with the latter statement, which is something that I have mixed feelings about. I kindof like having to build systems that solve problems, and magical units that just make the problem go away for me don't really give me that opportunity. I have some pretty good ideas about how you might extend the game's logic system to enable the construction of such a system for trains, but I don't know how you would do something similar for labor-based transportation. I also am not sure that it is fair to force most players to make such heavy use of the logic system in order to avoid other headaches in the game.
Yes, the unpredictable nature of where the goalpost is is one major problem that I probably didn't really talk about enough in my OP. It's not directly related to transport being under-powered, but it does make it much more difficult for the player to predict how much of whatever tools they have that they will need to accomplish their objective, which adds annoying hurdles to advancement. It would probably be a good idea to somehow put a cap on the productivity boost that can be obtained through happiness, so that it is actually possible to plan all the way through end-game.