Help with Shipyard Point Management

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Mike McCreery
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Help with Shipyard Point Management

Post by Mike McCreery »

Have never run the Japanese before. On January 1 here were the stats.
Jan 1 1942 Ship arrival (shipyard).png
Jan 1 1942 Ship arrival (shipyard).png (313.73 KiB) Viewed 883 times
On January 2 here are the stats.
ship avail Jan 2.png
ship avail Jan 2.png (292.02 KiB) Viewed 883 times
Shipyard repair remains the same at 786 points.

Naval shipyard shows 1475 (42155)
Merchant Shipyard shows 897(46197)

On the 2nd Naval shipyard has gone up by 2 points to 1477 and the number in the parenthesis has dropped to (41613)
the Merchant shipyard has stayed the same in points but the number in parenthesis has dropped from 46197 to 45736

At the bottom are the naval and merchant shipyard estimates 1697/1041


I have some shipyards shut off for both naval and merchant ships.

SO, what do the naval and merchant shipyard numbers represent including inside the parenthesis and how does this relate to the estimate numbers at the bottom of the data list?

Not sure what I need to do to balance the numbers or even if that is the goal.

Any help would be appreciated.
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RangerJoe
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Re: Help with Shipyard Point Management

Post by RangerJoe »

Turn on your naval shipyards ASAP!

Some naval ships use merchant shipyard points, these include the CVEs. Shut down the production of expensive transport submarines and the small xAKs.

The numbers in the parentheses are the accumulated points.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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Mike McCreery
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Re: Help with Shipyard Point Management

Post by Mike McCreery »

Ok, I had 320 Naval points shut off. Moving them back to on.
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Chris21wen
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Re: Help with Shipyard Point Management

Post by Chris21wen »

There is a shipbuilding guide somewhere but I can't find it but read 13.5 in the new manual

The shipbuilding figures are very simplistic with naval and merchant working in exactly the same way.

Naval shipyard figure show how many build points (BP) you have at the beginning of the turn. These points can go towards the construction of any naval ship.

The figure in brackets shows the accumulated unused build points (UBP). These UBP can be used as temporarily boost to your shipbuilding output. Unlike BPs, which are always available, UBP are only available if your shipbuilding schedule does not exceed shipbuilding capacity. This is the difference between BP and required build points (RBP)(see below). Adding BP and UBP together gives you your total build points (TBP) for the turn.

The naval shipyard estimate is the required number of build points (RBP) you need to build the scheduled ships as shown in the ship list to the left.

Using the first turn screen, there are 1404 BP, 0 UBP and 1383 RBP. I'm happy as RBP is <= TBP (1404+0). From this I can also calculate the tomorrows UBP (1404-1383 = +21) hence total tomorrows total build point 1404+21.
Screenshot 2025-06-26 082246.jpg
Screenshot 2025-06-26 082246.jpg (95.91 KiB) Viewed 834 times
Ideally you should aim to keep the RBP equal to the BP. This in not often obtainable and in truth not strictly necessary as using less results in UBP, which are accumulative. Using more uses up those UBPs.

The problems start when you exceed TBP not because the game can't cope or keep track but because the game does not tell you what it's doing or how they were used.

In no particular order here are a list of problems and solutions.
• Build points (BP) do not differentiate between damaged, turned off or active status. Use the J key to see this.
• Looking at your figures the unused build points (UBP) are a whopping 42155, a crazy number and could only have be attained if you had turn off all naval shipbuilding up to this turn?? I'm assuming no data corruption.
• Both BP and UBP are updated during the logistics phase of each turn. As that occurs last in the turn nothing you do to your shipyards or any damage occurred during the turn will have any visible effect until the next turn.
• The naval shipyard estimate (RBP) is the actual number of shipyard build points you require to build the scheduled ships shown on the left. In your example you will need 1697. This figure exceeds your BP but you have that whopping UBP figure.
• Any of the four build states a ship can be in directly affects the RBP number. When you halting or stop ships no BP are used during that time. Normal uses 1 BP while accelerate can use 2 or 3 BPs per turn.
• Just to confuse you even more, the manual uses the term delay. This is the basically the number of days left before completion with 1 BP reducing this delay. E.g. you get the ship faster.
• I repeat what I said earlier, if you exceed your TBP the figures you see will make very little sense but the game is still controlling things.
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RangerJoe
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Re: Help with Shipyard Point Management

Post by RangerJoe »

It is early in the game, he has a large starting stockpile of shipyard points.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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Chris21wen
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Re: Help with Shipyard Point Management

Post by Chris21wen »

RangerJoe wrote: Thu Jun 26, 2025 12:26 pm It is early in the game, he has a large starting stockpile of shipyard points.
The pic I posted is the first turn of scenario one. The accumulated stockpile of points is zero. In his example the stockpile is 42K and to get to that figure by Jan 1st 42 you would have to build nothing for the whole of Dec. It maybe a different way of doing things but I see no benefit to deliberately stockpiling that number of build points. But everyone plays differently.
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RangerJoe
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Re: Help with Shipyard Point Management

Post by RangerJoe »

Chris21wen wrote: Thu Jun 26, 2025 1:04 pm
RangerJoe wrote: Thu Jun 26, 2025 12:26 pm It is early in the game, he has a large starting stockpile of shipyard points.
The pic I posted is the first turn of scenario one. The accumulated stockpile of points is zero. In his example the stockpile is 42K and to get to that figure by Jan 1st 42 you would have to build nothing for the whole of Dec. It maybe a different way of doing things but I see no benefit to deliberately stockpiling that number of build points. But everyone plays differently.
That is probably because things aren't loaded yet.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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Mike McCreery
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Re: Help with Shipyard Point Management

Post by Mike McCreery »

All I did up to this point is turn off a few naval shipyards for the month of December and a few merchant shipyards.

This is scenario 2, not scenario 1. I wonder if that changes the stockpiles at the start of the game.
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RangerJoe
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Re: Help with Shipyard Point Management

Post by RangerJoe »

Mike McCreery wrote: Thu Jun 26, 2025 11:21 pm All I did up to this point is turn off a few naval shipyards for the month of December and a few merchant shipyards.

This is scenario 2, not scenario 1. I wonder if that changes the stockpiles at the start of the game.
It does change them if I remember correctly.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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Chris21wen
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Re: Help with Shipyard Point Management

Post by Chris21wen »

Only played scen #2 once, a long time ago and just checked it and you do get a huge shipbuilding stockpile. Didn't even know it was pssible to do that. Learn something every day.
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