AmiralLaurent
Posts: 3351
Joined: 3/11/2003 From: Near Paris, France Status: offline
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quote:
ORIGINAL: seydlitz When doing your shipbuilding, check every turn. Sort by arrival date and filter down to one type of ship at a time. Check to make sure that all the ships that you want to be advancing are advancing. Also check the naval shipyard number on the resources summary. Ideally, you want the number in parentheses to be as small as possible. That means you are using every point. Some people say any number between 50 and 100 in parentheses is good. I tend to keep it in the 2-25 range. After all, if it is 11 or higher, there is probably a DD you could be building. However, this method requires checking your ships every turn to make sure the one's you want are advancing, and then making adjustments (halt a couple, but mostly pick what is on normal and what is on accelerated). After you get this set, check every turn and tweak as necessary. You can actually get most things advancing like you want, with critical ships accelerated. Keep track of your points. Use a calculator. A ship on accelerated takes 3 days worth of points to advance 2 days. (ex: A DD is 11 points on normal. On accelerated, it would take 33 points. Note that an I boat takes 33 on normal. If needed, you can halt the I boat and accelerate the DD). When a ship is just about complete, notice how many points a day is is using. Start planning how you will spend those points when it is finished. (I use a calculator and play the old plus minus game) On the turn after it is finished, immediately reinvest the points by accelerating something else, or resuming construction of something. In my games, I get both the Yamato and the Musashi around turn 180. Since I paid normal for Yamato and accelerated for the Musashi over the whole period, then I can immediately turn around as they are completed and spend the accelerated points to resume (accelerated) some of the carriers (including Taiho), and some of the DDs that come with radar or better ASW. Paying close attention to the waste numbers can make you very efficient and get better ships into action faster than a player who doesn't pay close attention. Again, I can not say with enough emphasis, the most important thing you can build on turn one are at least 12 AR ships....all on accelerated. Having them early could make a big difference in your tempo of operations. This is IMOO a time-consuming method. My own method is to have pool of both shipyard points (warship and merchant) between 500 and 1000 everytime, it it went below 500, I will stop a ship or stop accelerating her, it it went above 1000, I will accelerate or restart one. And so I am sure that all my ships are advancing. And I "lost" only one day of production, that is not much in a game like WITP.
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