take a look around and see what's available and ship the best suited one here. I'm going to need some AF dudes
and TT's from the HQ.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition




[/center]According to this picture of the Tracker page [see image below, scrollORIGINAL: ny59giants
I see 13 CVs that CAN BE built. You are only building 4. WHY?!?
Yes, the problemo is supplies. There's not enough to get over theORIGINAL: 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.
Oh. Cool. I had no idea. I'm just playing this game by the seat of myORIGINAL: 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.
Yeah, crystal clear, and thanks for the info. I'll plan ahead and accellerateORIGINAL: 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??
I've been reviewing the shipyards ( of all three kinds, Nav, Merch, and Repair )ORIGINAL: ny59giants
So I would be expanding your Naval Shipbuilding steadily up to 1700, for now.
We can revisit things then.
I'll do it. Actually, I'll probably forget, lemme do a special trip andORIGINAL: ny59giants
Next time you post this, filter "Shipyard" from All to Naval. [;)]


[/center]Here you go. I'm starting to get an inkling of how this game works by listening to you. Keep going, please.ORIGINAL: ny59giants
Sort by “Build Points” so I can see what you are actually spending points on.

[/center]More ships and Class = All coming up.ORIGINAL: ny59giants
For Class I need ALL. Right now you show too few ships.
EDIT: See my AAR and last posting as example of what I need.

[/center]Like so much of the game I was content to just let the system build whatever is scheduled. I guess I should give itORIGINAL: ny59giants
So look at cost of subs vs CVs. Some cost the same while others are two subs for a CV. What are you going to build?
You have to find a balance between warships vs subs.
[/center]Sounds like good advice. I'll see what I can do about it all. Thanks for your guidance. I'm trying to provide BrianORIGINAL: ny59giants
1) Halt all subs
2) Next turn, start building a few CVs
3) Go through all Naval over the next few days and make decisions
Hit the "B" button to bring up ALL bases. Turn off expansion of ALL bases (bottom row to right). Watch supplies increase across the board over next few days. [:)] Slowly restart just the critical expansions, but not too mnay.




