Don Bowen
Posts: 8183
Joined: 7/13/2000 From: Georgetown, Texas, USA Status: offline
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quote:
ORIGINAL: dr.hal This has been a great tool, as it puts much of the manual and follow on materials all on one thread. What I found interesting is that a size 10 port (and size 9 is the max you can build) can only repair 250 (225 for a home grown size 9) level guns, meaning that if I've done my math right, virtually no eight inch gun, only 6 inch of less. Thus the only option in the game for a CA or above to repair guns is to go to a shipyard. Did I get that right or am I missing something? Hal Yes and No. We went to a lot of trouble to separate "civilian" and "military" features in ports. A large port would naturally have a certain amount of facilities that could be used militarily. Hence the inherent capabilities of the port. But to make a port fully functional for large scale repair of warships, something else is needed. This is why a large port with no specific military facilities is limited in repairs of big guns (and major damage too). One needs a shipyard of sufficient size or a large number of Naval Support units to get enough capacity for the really big stuff. The use of Naval Support in AE also means you can shift your resources around. "Roll up" rear area bases and move them forward as needed. Not shipyards, they are major construction projects. But naval support, floating drydocks, repair ships, tenders. With enough of these (especially naval support) you can repair 'most anything. But there are still limits. In World War II, how many locations could repair a damaged turret on a Yamato or Iowa?
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