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How does naval construction work ?
Posted: Mon Nov 05, 2007 10:31 pm
by Herode_2
I'm playing a random scenario with some big water by the middle. I sent an engineers unit to build a port by the shore. That's done. But I still don't see any order for constructing naval units in my towns production screen. What am I missing after you ? [:(]
RE: How does naval construction work ?
Posted: Mon Nov 05, 2007 10:46 pm
by Twotribes
Unfortunately it appears only a city on a coast will produce naval units.
RE: How does naval construction work ?
Posted: Mon Nov 05, 2007 10:48 pm
by Herode_2
ARgh ! [X(]

RE: How does naval construction work ?
Posted: Mon Nov 05, 2007 10:55 pm
by tweber
I think shipwarfs can produce ships but cannot be built by engineers. Engineers can build make shift ports. In general, location types with production cannot be built by engineers. You would have to go into the editor to change this.
RE: How does naval construction work ?
Posted: Mon Nov 05, 2007 11:34 pm
by Twotribes
Are you saying Engineers can be coded to build cities? Cities that produce?
RE: How does naval construction work ?
Posted: Tue Nov 06, 2007 2:12 pm
by seille
Yes, that´s a setting in the editor for the location, but nobody can really want this

RE: How does naval construction work ?
Posted: Tue Nov 06, 2007 2:56 pm
by Matto
Herode2: So it looks we will play without ships ...[/align] [/align]And moving HQ to the shift ports will not help ?[/align]
RE: How does naval construction work ?
Posted: Tue Nov 06, 2007 4:42 pm
by Herode_2
Matto,
check you mail, there are good news about this with the last turn you received [8D]
Anyway, for the other beginners attention, I emphasize what was said above : only coastal cities can build ships. Having non coastal cities and shift ports does not help. I strongly recommend this point should be clearly stated is the next version of the manual.
RE: How does naval construction work ?
Posted: Wed Nov 07, 2007 5:10 pm
by beserko
Ships run out of supply quickly (especially troop ships) you move them into makeshift ports to resupply them. You may need a road built to them or the new port or airfield will not be in supply! Check the in supply icon to see what I mean.
RE: How does naval construction work ?
Posted: Wed Nov 07, 2007 5:25 pm
by tweber
Are you saying Engineers can be coded to build cities? Cities that produce?
I think this is an interesting idea. You can change the editor to allow engineers to build production centers and you can set the cost in pp to build. I would set the cost in pp high enough that you have a substantial payback period (e.g., make a 2000 production center that costs 80 pp to build. 80 pp (@500 a piece) costs 40,000 to produce. The payback is 20 turns). This is an interesting way to defer production.
In the War in Europe scenario, there is an 'economic development' action card that works in a similar way.
RE: How does naval construction work ?
Posted: Wed Nov 07, 2007 5:58 pm
by Vic
ORIGINAL: tweber
Are you saying Engineers can be coded to build cities? Cities that produce?
I think this is an interesting idea. You can change the editor to allow engineers to build production centers and you can set the cost in pp to build. I would set the cost in pp high enough that you have a substantial payback period (e.g., make a 2000 production center that costs 80 pp to build. 80 pp (@500 a piece) costs 40,000 to produce. The payback is 20 turns). This is an interesting way to defer production.
In the War in Europe scenario, there is an 'economic development' action card that works in a similar way.
Yes i couldnt resist to offer that possibility for scenario designers.