Difference between revisions of "Logistics"

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[[File:Fleet panel01.jpg|thumb|The logistic information for a fleet is showed on the top right above the ship icons]]
 
[[File:Fleet panel01.jpg|thumb|The logistic information for a fleet is showed on the top right above the ship icons]]
'''Logistics''' determines the number of [[starship]]s a [[fleet]] can accommodate.
 
   
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[[Logistics]] is a [[statistic]] that limits [[fleet]] size. Every [[ship]] has a {{Logistics}} cost that increases with {{Hull}} size. The total cost for a fleet cannot exceed the {{Logistics}} cap of the fleet. Players start with a base {{Logistics}} of 10, though this can be increased by the [[Organized]] [[racial trait]]. The {{Logistics}} cap on a stationed fleet is 60.
Players start with a base logistics cap of 10, though this can be increased by the [[Organized]] [[racial trait]]. Each starship takes up a certain number of logistic points based on their [[hull]] type, with the larger the hull the more logistics they require. [[Carrier]] fighters do not contribute to the logistic cost of a fleet.
 
   
Logistics can be further increased through [[Research]].
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==Logistics cost by hull size==
 
The [[Hyperion Logistics System]] [[improvement]] will increase the logistic capacity of fleets by 1. It will also decrease the logistic cost of ships built at [[shipyards]] sponsored by the [[planet]] with the improvement on by 1. This effect can be increased if the improvement is built on on a [[tile bonus]] and/or by [[adjacency]] bonuses.
 
 
The [[Universal Displacement Field]] [[ship component]] will half the logistic cost of the ship it is installed on.
 
 
==Hull logistics==
 
 
{|class="wikitable"
 
{|class="wikitable"
 
!Hull size
 
!Hull size
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|}
 
|}
   
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== Increasing the Logistics cap ==
==Notes==
 
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*In the [[campaign]] the starting [[1st Fleet]] exceeds the players starting logistic cap of 24.
 
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The primary way to increase {{Logistics}} is through the {{RT|sct|Interstellar Resupply}} technology tree.
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Other bonuses:
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* The {{Cit|Commander}} ship in {{Crusade}} increases the {{Logistics}} cap of its fleet.
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* The {{CrusadeImp|military|Hyperion Logistics System}} [[improvement]], available to [[starfaring]] civilizations, decreases the {{Logistics}} cost of ships constructed at the local [[shipyard]] and increases the civilization-wide {{Logistics}} cap by 1 for every level.
 
* The [[Universal Displacement Field]] [[ship component]] will half the {{Logistics}} cost of the ship, but is only available when a civilization has nearly achieved a [[research victory]].
   
[[Category:Galactic Civilizations III]]
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[[Category:Statistics]]

Latest revision as of 22:14, 9 May 2020

The logistic information for a fleet is showed on the top right above the ship icons

Logistics is a statistic that limits fleet size. Every ship has a Unrecognized icon nameGC3 ShipLogistics Icon.png Logistics cost that increases with Unrecognized icon nameGC3 HullSize Icon.png Hull size. The total cost for a fleet cannot exceed the Unrecognized icon nameGC3 ShipLogistics Icon.png Logistics cap of the fleet. Players start with a base Unrecognized icon nameGC3 ShipLogistics Icon.png Logistics of 10, though this can be increased by the Organized racial trait. The Unrecognized icon nameGC3 ShipLogistics Icon.png Logistics cap on a stationed fleet is 60.

Logistics cost by hull size[edit | edit source]

Hull size Logistics
Tiny 2
Small 3
Medium 5
Large 7
Huge 10
Cargo 5

Increasing the Logistics cap[edit | edit source]

The primary way to increase Unrecognized icon nameGC3 ShipLogistics Icon.png Logistics is through the Unrecognized icon nameGC3 S Military Manufacturing Icon.png Interstellar Resupply technology tree.

Other bonuses: