First the 101 is excellent and explains how the repair system works and it is complex but it was written in 2011 and there have been changes. The following covers these change and how I think it now works but I do not have access to the code so it's pure observation and testing and there's a lot that doesn't make sense.
As a result of my initial question I've done some checking and there are some differences.
There's only one difference with the repair shipyard mode, the statement '2. Repair Capacity. Repairs are calculated in repair points. Except for It takes 100 repair points to repair 1 damage point.' It's wrong but its wrong across all repair modes. Everything else works as stated in the manual and 101.
The problems are with the ready and pier side modes. I've not tests Repair ship mode.
The other thing is the repair manage always gives an estimate as to how long a repair going to take repair in the various repair modes. Believe them, that are accurate but there is some randomness in all repair so they can be one or at the outside 2 days out.
There are two repair phases, one in each pulse (night and day) which I think I knew but paid no heed to.
Here's the set up.
Base is Stockton, level 3P (12,000t), which generates 27RP with 81PW (port workers, port assist Pts. section 14.2 manual). There are no naval support squads nor any aux repair ships.
It has a level 10 repair shipyard capable of taking a 10000t ship and generates 100RP per turn.
CA San Francisco, 9950t always with 10 damage, either float, eng or sys. Crew ex 57. It will fit in the port so pier side mode is possible.
Here's the results of 9 tests.

- Screenshot 2026-07-04 104548.png (26.49 KiB) Viewed 42 times
Repair points
Its the repair points that started this all off, my misunderstanding of what it means. A 215(86%) means it has used 215RP, 86% towards the repair of 1 point of damage. To repair 1 POD in total must therefore be 250 approx. for the CA, and NOT 100 as stated across the board. I do not know how the actual figure is worked out but a BB is 730ish while a DD is 48ish.
For the CA a total of 10x250=2500 repair points are required to completely repair the ship.
Basically the larger, and I'm assuming, durable a ship is the more RP are needed to repair one point of damage. How the exact figures are not really needed.
Repair priorities
Shipyard repair prioritise damage repair in this order flood, engine, system. The same thing happens in ready an pier side, further they are different waits applied to each one. Take pier side, using the estimates, flood 4, engine 5 and system 17. There's a considerable difference between sys and the other two. I've no idea how these are worked out.
Port repair points
According to the manual and 1001 a level 3 port generates 27RP per turn. I have no reason to believe this to be incorrect.
Crew repair points
Again as the manual/101 RP generated by the ship Ex/8. 57/8=7RP per turn.
Total repair points
In ready and pier side mode all repair points generated by the port, repair ships, naval support and crew are added together. If this is the case that's 27+7=35RP per turn. There are no naval squads nor repair ship.
Port workers
The manual use Ops Assist points, 81 PW for a level 3 port. The 101 use repair workers.
Every ship requires a finite number of PW to efficiently repair a ship this is calculated for this CA in pier side as
(damage x 10) + (Ship tonnage/500) = (10x10) + (9950/500) = 119.9.
In this instance there are not enough workers so the ship repair speed will be lower than it should be. The % difference being 81/119.9 =67%.
Now this is the point that I'm completely lost, 67% of what. 101 say this 'When there is a shortage of RW, the rate of repairing the integrity damage is accordingly reduced to match the percentage of RW able to work on the ship.'
To me this means that the number of repair points each turn isn't 35 but 35 x 67% = 23RP
Problem
This figure, 23RP per turn doesn't match anything in the table for pier side repair? If it was working like that, system pier side repair would take 108 days??
It is entire possible I've got something screwed but if it is, it's with the port workers and how that is applied.
Any insights, preferable by those doing the update.