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Shipyard Creation at New Port - 6/29/2010 7:00:55 PM   
FAdmiral


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Is there any way to creat a new shipyard at a Port where there is none?
Is there any way to expand a Shipyard where one is currently?
The full game is great but I am getting bogged down as the Allies vs. the
Japanese AI where my major ship repairs are concerned. One Port in
question is Darwin where I sure could use a Shipyard. Instead, I have to
send major damage shipping halfway around the world to get them fixed.
I really hate to fight with ships in that condition. Date is Aug. 29, 1942.
I am in very good shape except I need to get ships fixed so they can continue the good fight !!!

JIM

< Message edited by FAdmiral -- 6/29/2010 7:34:08 PM >
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RE: Shipyard Creation at New Port - 6/29/2010 7:53:48 PM   
Terminus


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No.

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RE: Shipyard Creation at New Port - 6/29/2010 8:00:58 PM   
bigred


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Sydney,melbourne and perth are all good safe repair locations. I am uncomfortable w/ Brisbane as too close to IJN activity. I think Sydney starts as a level 7 port . W/ naval support you should be able to repair BBs and CVs at sydney.
Perth and Melbourne are good locations but start as size 3/4 and need to be expanded.

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RE: Shipyard Creation at New Port - 6/29/2010 8:45:54 PM   
The Gnome


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Would be great to be able to build them at a suitable port, or at least expand the ones we have. Not sure why this is a hard prohibition, probably because of the time involved in doing so.

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RE: Shipyard Creation at New Port - 6/29/2010 8:49:42 PM   
Sredni

 

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I wish we could :/

Would be a major boon to be able to upgrade an OZ shipyard to be able to handle battleships and the larger carriers in drydock. Or to be able to upgrade perths dock to just a little bigger so we could fit xAK's in it. Or yes, add a repair yard to darwin so we could repair subs there heh.

I wonder if upgrading shipyards would be the sort of thing that takes years so isn't modeled, or if it's just another thing that the allies didn't do IRL so we arn't allowed to do it with our limited (nonexistant) industrial control as allies.

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RE: Shipyard Creation at New Port - 6/29/2010 8:51:22 PM   
sprior


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Rosyth dockyard with it's excellent road, rail and sea links took more than 5 years to build. How much longer and how many resources would it take to build such a place in the middle of the Pacific? Assumng the ground is suitable and can support such a massive undertaking.

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RE: Shipyard Creation at New Port - 6/29/2010 10:54:59 PM   
Alfred

 

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quote:

ORIGINAL: sprior

Rosyth dockyard with it's excellent road, rail and sea links took more than 5 years to build. How much longer and how many resources would it take to build such a place in the middle of the Pacific? Assumng the ground is suitable and can support such a massive undertaking.


Hear hear.

All the time I read of people complaining about something or other not being historical blah blah blah. Allied players can improve their ports, move in tenders and naval support, all of which assist in repairing ships. It is a basic game design decision that the Allies can not tinker with their "production" system, which building/expanding a shipyard most definitely would be.

Alfred

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RE: Shipyard Creation at New Port - 6/30/2010 1:22:54 AM   
The Gnome


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quote:

ORIGINAL: sprior

Rosyth dockyard with it's excellent road, rail and sea links took more than 5 years to build. How much longer and how many resources would it take to build such a place in the middle of the Pacific? Assumng the ground is suitable and can support such a massive undertaking.


That's an incomplete statement though. How many men worked on this? How much effort was put into it? Did they make it a high priority and it took 5 years? Or was it a low budget affair with no concern to completion date.

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RE: Shipyard Creation at New Port - 6/30/2010 2:35:43 AM   
jcjordan

 

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What I do as far as Darwin goes, is to expand it as far as possible (size 6 IIRC) & put support ships there (AR, AD, AG, etc) that help repair some of the damage then send it down to Perth, Melbourne, Sydney or Brisbane depending on ship type & amt of damage it has at that point. Sydney/Melbourne can have some problems fixing major float/engine damage on some CV & BB so those unfortunatly end up having to take the long road to PH or West Coast

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RE: Shipyard Creation at New Port - 6/30/2010 3:56:23 AM   
FAdmiral


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I do all that now but I was just asking if the shipyard creation/expansion was possible or not in WITP/AD.
I would assume from all the posts here that it is NOT but would like to be !!!

JIM

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RE: Shipyard Creation at New Port - 6/30/2010 6:32:03 AM   
sprior


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quote:

That's an incomplete statement though. How many men worked on this? How much effort was put into it? Did they make it a high priority and it took 5 years? Or was it a low budget affair with no concern to completion date.


The contract for the work was secured by Messrs. Easton Gibb and Son Ltd, Westminster, who began operations in the month of March 1909. It is stipulated that the work be completed in seven years, a substantial bonus being offered for early completion.

I would say that as a bonus was offered to complete on time that it had a hgh priority. You can see more here

And a pic




Attachment (1)

< Message edited by sprior -- 6/30/2010 6:33:50 AM >


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RE: Shipyard Creation at New Port - 6/30/2010 12:59:26 PM   
John Lansford

 

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quote:

ORIGINAL: jcjordan

What I do as far as Darwin goes, is to expand it as far as possible (size 6 IIRC) & put support ships there (AR, AD, AG, etc) that help repair some of the damage then send it down to Perth, Melbourne, Sydney or Brisbane depending on ship type & amt of damage it has at that point. Sydney/Melbourne can have some problems fixing major float/engine damage on some CV & BB so those unfortunatly end up having to take the long road to PH or West Coast


I do that too and only send badly damaged ships down to Sydney if the AR/AS ships plus naval support plus maxed out port cannot repair the damage. I've got all my subs north of Oz operating out of Darwin and I rarely have to send any to Sydney for more repairs unless they get hit by DC's.

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RE: Shipyard Creation at New Port - 7/3/2010 12:37:45 AM   
topeverest


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If you mod...Shipyards can be placed in any port in any size. Allied shipyards cannot expand or change during the game.

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RE: Shipyard Creation at New Port - 7/3/2010 7:29:37 AM   
vinnie71

 

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Another way is to put the appropriate ships in appropriate areas. Ex the Americans have several carriers that can be repaired in Sydney. So send only those carriers in the area escorted by CAs, CLs and DDs only so that in case of major damage, they could be sent to Sydney (which is a decent 30 size shipyard) or Melbourne or Brisbane (which at size 10 can repair anything from CA's downwards). Basically don't send anything heavy to Australia and immediate environs until you take Singapore or unless you intend to base them out of Colombo.

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RE: Shipyard Creation at New Port - 7/3/2010 8:37:48 AM   
bklooste

 

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quote:

ORIGINAL: The Gnome


quote:

ORIGINAL: sprior

Rosyth dockyard with it's excellent road, rail and sea links took more than 5 years to build. How much longer and how many resources would it take to build such a place in the middle of the Pacific? Assumng the ground is suitable and can support such a massive undertaking.


That's an incomplete statement though. How many men worked on this? How much effort was put into it? Did they make it a high priority and it took 5 years? Or was it a low budget affair with no concern to completion date.



eh Australia had no reserve labour pool and you wont get one on Pacific islands.. There were over 1M in the Oz armed forces from a 6M population and it affected aggriculture production hence they reduced the armed forces durring the war.

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RE: Shipyard Creation at New Port - 7/3/2010 8:58:39 AM   
castor troy


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quote:

ORIGINAL: Alfred


quote:

ORIGINAL: sprior

Rosyth dockyard with it's excellent road, rail and sea links took more than 5 years to build. How much longer and how many resources would it take to build such a place in the middle of the Pacific? Assumng the ground is suitable and can support such a massive undertaking.


Hear hear.

All the time I read of people complaining about something or other not being historical blah blah blah. Allied players can improve their ports, move in tenders and naval support, all of which assist in repairing ships. It is a basic game design decision that the Allies can not tinker with their "production" system, which building/expanding a shipyard most definitely would be.

Alfred


tenders, naval support or anything else won´t help you to repair a BB/CV with 30.000+ tonnage at Sydney because it won´t fit into the shipyard. To compare the repair shipyard with the design decision of tinkering with production is kind of funny though. Especially when the Japanese can create a repair shipyard size of a couple of hundred points everywhere where at least a 1 point shipyard is.


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RE: Shipyard Creation at New Port - 7/3/2010 7:57:24 PM   
JWE

 

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Not funny at all when you consider the constraints of the original game engine the developers had to work with.

Yes, Japan is “able” to do certain things in the interests of flexibility; hopefully, implementing an “ability” in one area will preclude or limit an “ability” in another area. Since Japan has very limited resources/capabilities, it makes sense to allow them flexibility. It does NOT make sense to allow the Allies similar flexibility with their infinite cornucopia. Design decision that will not change, so just deal with it.

The game is being played correctly by several hundred people, including several military organizations, without problems. Because the game is so complex, there are many opportunities for people to cheat. So what if people want to cheat or game the system? Just because one can cheat, doesn’t mean the game is broken, it just means that the game is flexible and the player is broken. They may cheat away, for all I care.

Yeah, Sydney can’t do over 30k tons, as irl, so just deal with it.


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RE: Shipyard Creation at New Port - 7/3/2010 9:12:27 PM   
Andy Mac

 

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I agree with John the nearest yard able to take a BB was at Simonstown Cape Town the yards at Durbin could only take Cruisers.

as someone pointed out above Australia wasnt exactly swimming with free manpower I think they had the highest proportion of pop to armed forces during the whole war.



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RE: Shipyard Creation at New Port - 7/4/2010 12:37:40 AM   
PaxMondo


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As an Allied player, you should encourage your JAP opponent to build up as many repair shipyards as he can.  At 1000 supply/point, all they will do is earn you more strategic VP's in '43 when you start to bomb the crap out of them.  And he can ill afford to spend supply on something like that ... kinda funny complaining about something that is in your best interest ....

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