acclerated ship

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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tsimmonds
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Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

ORIGINAL: el cid again
Accelerating a ship uses twice as many and does twice as much towards movig the ship to completion. (It advances 2 days instead of 1)

IF the manual is correct (a moderately big if), Mogami has not put it quite right:

while the ship does move 2 days instead of 1

the cost is TRIPLE what it would normally be.

Since you are getting 2 days at 3 times the cost of 1 day, that means each day costs you 1.5 times - or this is 50% higher in cost - not double the cost.
You're both right. A day's worth of acceleration costs double the normal cost. Add this to the normal construction cost for the day, and the normal cost becomes tripled. If this is still unclear to anyone, it is covered near the bottom of page 1 of this thread.

Edit: The cost of one day's worth of acceleration depends on how close the ship is to completion. If it is less than 10X durability in days to availability, the cost to accelerate is 2X normal cost. Add this to the cost to advance a single day, and you have 3X normal cost to advance two days. However, if it is greater than 10X durability in days to availability, but less than 30X days, the cost to accelerate is 1X the normal cost. And since the normal cost to advance a single day in this range is -0-, the total cost is 1X normal to advance two days. It pays to figure out beforehand what ships you want to accelerate, and to accelerate them as soon as you can.
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