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Taivu point

Posted: Sat Nov 01, 2008 2:34 pm
by Kingfisher
I am surprised as to the amount of time and effort that is required to build and increase an airfield at Taivu point, when compared to other hexes as well as historically.

At present I have 120 engineers + 59 engineer vehicles at Taivu. Supplies are 3x what is required, and I have both port and fort functions turned off. Enemy opposition is limited to strikes at ships unloading, none have hit the base itself. With all this, my airbase is increasing at a rate of 1 percentage point a turn. In contrast, the base (both port and airfield) at Russell Island has 90 engineers w/ 40 vehicles, and it is increasing at a rate of 8-10% a turn.

I know historically the first attempt in this hex did not turn out well, due to unfavorable terrain at Aloa bay, but once the effort was shifted to Koli point progress really picked up.

Is this hex unfairly penalized because the developers treated it as Aloa bay, or was it really that difficult to build an airstrip there?

RE: Taivu point

Posted: Sat Nov 01, 2008 2:40 pm
by Nomad
I believe that Taivu has an SPS of 0 and russell Island has an SPS of 1. It takes 10x(?) more engineer squads * days to build.

As fas as why the developers did this, I have no idea.

RE: Taivu point

Posted: Mon Nov 03, 2008 5:55 pm
by DEB
I think Nomad's reply covers the why so far as the rules go. The why so far as the game developers decision goes may be down to your comment re starting the build at one site & then moving it to somewhere else. The same "result" may be considered to be covered by the choice of starting it at 0 in game terms.