larryfulkerson
Posts: 39932
Joined: 4/17/2005 From: Tucson, AZ Status: offline
|
quote:
ORIGINAL: ny59giants I see 13 CVs that CAN BE built. You are only building 4. WHY?!? According to this picture of the Tracker page [see image below, scroll down ] for Ship Production and filtered for "Naval" and the class just carriers and that means this list is all of them and five are being built and some are halted because they fall in the late-war period that I don't think is going to happen. I don't need those ships because I'm going to lose sometime in late '44. Or so. But thanks, this examination has revealed one ship in the later years of the war that I missed somehow and need to halt it. quote:
ORIGINAL: ny59giants I'm at 1750 in Naval Shipyard points in my game. You are way behind. The cost to expand is a one time cost of HI and then supplies to expand and repair. In RHS, you generate excessive HI, so you can afford to expand. The only restrictions you have is supplies. Yes, the problemo is supplies. There's not enough to get over the 10K limits and get the expansion going. I've got stockpiling turned on and the required supplies is over 4K in each case but .... I think what happened is that I tried to expand too many ports and airfields at one time and it killed the amount of supplies that are at the individual places where there's a problem with supply which is a lot of places evidently. quote:
ORIGINAL: ny59giants Points are based on "Durability." Most of your CVs cost 65. However, you can "Accelerate" them at a cost. Any ship with a "0" in the "Can Accel" column means you can do so. Any ship with (-) negative in front number in "Start Build" means it is actually building unless you "Halted" it. Oh. Cool. I had no idea. I'm just playing this game by the seat of my pants. No experience in the Navy, never sailed a boat, etc. quote:
ORIGINAL: ny59giants Accelerating a ship: Normal cost is 3x the Durability in points. Take CV Amagi as example as its the closest to actual begin using points in 285 days. If you go over to "Calc BR" column and change "Normal" to "Accel" it will show that next turn it will cost you 65 points. If you actually go into game files and Accelerate her, next turn when you load Tracker the "Start Build" column will change by 2 to 283. So, for over 140 days it will cost you just 65 points to work on her and bring her forward 140 plus days. Now comes the tricky part. Once the "Start Build" column goes to a (-) negative number, the cost triples to 195 per day. I often go back to "Normal" but maybe a ship close to completion gets that extra effort and cost. Does all this make sense, Larry?? Yeah, crystal clear, and thanks for the info. I'll plan ahead and accellerate just those bad boys that are within days of completion. Sounds good to me. quote:
ORIGINAL: ny59giants So I would be expanding your Naval Shipbuilding steadily up to 1700, for now. We can revisit things then. I've been reviewing the shipyards ( of all three kinds, Nav, Merch, and Repair ) and monitoring what the supply level at the base is and if it's over 10K then I make doubly sure that the repair label is yes. Each turn. EDIT: Well, maybe not EVERY turn but probably every other turn at least. quote:
ORIGINAL: ny59giants Next time you post this, filter "Shipyard" from All to Naval. I'll do it. Actually, I'll probably forget, lemme do a special trip and post another before I forget. I mean besides the image in this post.
Attachment (1)
< Message edited by larryfulkerson -- 10/31/2017 6:39:27 PM >
|