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Found 17 results

  1. As title. The barbettes you include on towers and hulls should be able to mount barbettes on them to permit triple-superfiring designs and generally allow more customisable design work. At the very least, these positions should be able to mount barbettes their own size or smaller, or have selectable heights and girths (including "none."). The French super battleships being able to mount a barbette behind the hull barbette can be charitably deemed very silly. If these tower/hull barbettes didn't get in the way I would dislike them far less. I see this as a necessary stepping stone on the road towards truly customisable designs.
  2. before I start with my suggestion credit to the individual who commented on the roadmap requesting the ability to change caliber by a tenth of an inch for the ship designer because I feel like that could be and should be implemented and it caused me to think of this suggestion. Something akin to a mix of the torpedo system and armor thickness could work where you choose your model of gun amount of barrels single, double, triple or quad and then in a menu akin to the armor system where you would have a min and max value for your prospective mounts with said values affecting weight, size, reload time, cost, accuracy similar to the torpedo models allowing for some gun mountings on hardpoints that were previously not allowed or that looked uncanny. Now I realize this would turn into a spreadsheet looking nightmare and the issue of having the same gun mount but of differing caliber would be a pain however I feel like it could be circumvented by having the menu pop of when you click that mount or hover over a mini menu would pop up for that mount and the any mount mirroring it in the case of guns offset from the centerline. If anyone has addon suggestions please do mention them or anything related to this
  3. The video I published here on Youtube shows the issue in real time. The bug entails your designs being completely deleted when you go into the shipyard either after a battle has been completed or by choosing to rebuild in the pause menu. The only way I can avoid this issue is to press Alt+F4 during the battle and kill the game. I chose Austria-Hungary, year 1939.
  4. So lets start off with a current aspect of the game that I think the Devs are going to address but im not sure. This games armor system is a bit...limited, and quite easy to exploit. As it stands armor layouts in the game are not accurate in the least. Belt lines cover the entire ship and extended belts and extended decks are far too easy to make impenetrable. Makes battleships and Heavy cruisers rather insurmountable to ships with smaller guns, and super structures dont really seem to get hurt as easily as they maybe should. As we all know the actual armor layouts of warships is quite the complex layout. I hope the game will evolve to a point where we can have a more detailed representation of this. It would be nice to sorta customize things like where the belt armor goes or even to be able to place things like a torpedo bulge on the hull. It would also make going bow in less viable as you cant just easily make a bow armored up to 200 or more millimeters. I dont expect it too be exactly true to life, but some more detail would be nice. Furthermore the current citadel and armor composition are pretty boring and too... gamey. The fact Krupp IV would make something like 250mm of armor be treated like about 500mm to 600mm of armor seems sorta strange to me. I suppose this will be balanced out in the campaign with financial costs but it still makes me think that the game will be won buy whoever can afford the thickest belt. Im not an expert and perhaps one of you who has a bit more knowledge on something like that could explain it better, but I have a feeling that the Krupp armor shouldn't just be X% better than something. Lighter for sure, but a simple % seems too simple. I would also like to see a more visual representation of what the different types of citadel protections do and look like. From what we see Turtleback and All or Nothing seem exactly the same, except that one does this and one does that. It would be nice for people who dont know what those are from doing research or are new to naval history to be able to see what those are doing for the ship, not just stats on a screen. Onto the more entertaining stuff. Trying to build replicas. Uhh... this is supposed to be New Mexico. We are missing two 5inch sponsons, and I think its a bit too short on length... but most of it is there! She also is 2000 tons too heavy but putting it at 32000 tons shortens the boat too much. And im still not exactly sure what armor makeup and aiming system to use for her. Its not easy to find that sorta information. Hmm... im not sure that I got her really. Hopefully in time the games dockyard will let us actually make these ships in full. Post some attempted replicas you guys have attempted.
  5. Hello. First of all I would like to THANK YOU for this amazing game...something that for years has been lacking. I was so entranced by all its possibilities that I was inspired to start a sort of graphic novel (in the form of a newspaper) based on a custom battle I played. However, since the update, the hull I was using for my 'hero' has lost one of its' barbette mounts, and it is no longer possible to build the star of my novel in order to finish the project. Is there any way I could 'backdate' the game to V4 in order to build the ship I need to further the story? Thanks, Adm. Underhousen. PS. In case you are interested, here's a link to chapter 1. https://docs.google.com/document/d/1t5V9qiQ1l1ye780bcBz4pqRfh0ImLoX75NSF8svY3JM/edit?usp=sharing
  6. I've been thinking about this for awhile now. So Clans can establish a Clan warehouse, but why not a Clan Shipyard?! Think about it: Purpose: Clan crafted ships could be be put in Clan Shipyard by the ship crafter(s) and available for Clan members to claim and take ownership. Ideas on how this could be implemented: 1. Ideal: An icon like Clan warehouse, but for a Clan shipyard. Simply adding an option for "Send to Clan Shipyard" or something when in your Docks view when right clicking on a ship if you own a Shipyard building at that Port. When doing so, user is prompted with a basic UI where the ship crafter can select an all button option (To allow any clan member to claim ownership the ship), or specific clan members who have the permissions to claim that ship. (Take ownership and remove it from the Clan Shipyard). (If you do not own a Shipyard building, simply do not show the "Send to Clan Shipyard option upon right clicking on a ship when at the Docks). 2. Quick implementation using existing Clan warehouses: Make it so crafted ships by default come as a ship note, this is so it could be put in Clan warehouse. (Less dev work). Thoughts!?
  7. The introduction of elite ships as 'end game content' for veteran players was a good thing. You get mostly powerful ships with port boni and, more dependable, those tasty new cannons. However, I think nobody will contradict me when I say ship crafting got stalled this way. It isn't making sense any more. Which is even a higher barrier now as after release we are supposed to set up our shipyards again from scratch and heavily invest into them. Any ship built on player's shipyard, even in preferable woods, will be outmatched by a converted elite note ship. -- So I am proposing a reform for elite notes on PvE peace server. Not sure if PvP war server needs that too, they have their real port boni from... ehm... ports apparently. According to this suggestion, you would not loot an elite note which produces a whole ship, but only a 'port boni package' of unknown composition. And the type of ship you looted it from would determine if it is a "6-7th rate port boni upgrade" or a "5th rate..." or a "4th rate..." etc. Not tied to the exact ship model but to a class/rate. So a package from a Wasa can be used on a Bellona project, a package from an Essex on an Endymion project, etc. This package you bring to your shipyard and use it as optional ingredient for ship crafting. You may still build ships without port boni, they will result like the ones we are currently having. But you may chose to add a matching port boni upgrade when crafting - and you will get a random port boni composition with the new ship. This will ignite a new interest in ship crafting and crafted ships will surpass existing elite note converted ships in quality, like they should. -- In case the idea behind introducing elite note ships was also about enabling players to produce instant ships if they don't have a shipyard, make it so, that the player would have to add an amount in doubloons to his elite note and he will be able to convert it in the way it is done now, to a ship of same type, just without shipyard. But he can't chose woods, like it is now. This promotes the use of shipyards, but does not require them totally. So here it is not a class and free use within that ship class/rating, but an Ingermanland will always result in an Ingermanland elite ship, and no Wappen or Agamemnon, etc. Like: 6-7th rate elite note + 2000 doubloons 5th rate elite note + 4000 doubloons 4th rate elite note + 6000 doubloons 3rd rate elite note + 10000 doubloons 2nd rate elite note + 15000 doubloons 1st rate elite note + 20000 doubloons = convertible note = elite ship of same class with random wood composition
  8. My suggestion is to add some depth/specialization to the shipbuilders/shipyards in the game. Currently any T3 shipyard can build any ship. What I'm proposing is to have these specialized. As the builders/yards are set up require the player to specialize in a particular style of ships. French ships, British, Spanish, American and Baltic (Swedish, Dutch, Danish, Prussian, Russian). This makes it so that while this puts more effort into getting these ships, 1 person cant just pump out L'Oceans and Aggys for everyone, since one is French and the other British. The rigging and perks I don't have an opinion on, that's after market if you think about it.
  9. Ahoy. I was bored so I messed around with excel. Introduction: There is a lot of information out there regarding this game. Much of it is outdated since we are in a constant process of tweaking and testing. I have been playing for a couple weeks, and have just finished grinding myself up to 50 craft. I wanted to see if I did it efficiently (I didn't), or if there were better ways. What I intend to demonstrate with this study is a data-backed guide to grinding a new player to max crafting level as quickly, and as cheaply, as possible. Methods: Data compiled for this study was: Ship resource requirements (fir/crew space - reason below) Ship Xp gained from crafting Labor Hours for crafting the ship Total Labor Hour Wallet size of the ship crafter Total number of ships crafter can craft with a full wallet (Ships/Day) Real cost of producing resources necessary to max Ships/Day Labor cost of producing resources necessary to max Ships/Day Data was compiled in excel. Results: These figures are based on ship crafter having perks: Light Ship Shipmaster, Royal Shipbuilder, and Overseer Ship Requirements and XP Ship Oak Fir Hemp Iron Lig Stone Coal Prov Hours XP TCutter 14 35 9 3 1 2 3 20 43 202 TLynx 14 35 9 3 1 2 3 20 29 362 Pickle 16 41 11 4 1 2 3 55 48 598 Priv 42 8 10 3 1 2 3 60 39 480 Tsnow 26 65 13 6 2 3 4 65 125 944 Brig 33 84 22 7 2 4 6 110 66 826 Tbrig 33 84 25 7 2 4 6 60 66 826 Resource Real and Labor Cost Resource: Real/1 unit Oak 10 Fir 4 Hemp 58 Iron 62 Lig 36 Stone 14 Coal 4 Prov 15 Labor for all resource production is approx 0.8 hours if producing at least 10. Under 10 and the unit:labor appears to be 1:1 Fir/Crew used because Fir costs much less than oak. Then we find the total number of ships one can produce/day based on their wallet size and the hours required for the construction. This number is not constant, so I'm not including the figures. For this example, assume a wallet size of 1240 hours. From this, we figure the amount of each resource needed to make n number of ships/day and sum the cost of all the resources, the labor hours/day required to produce the resources, and the amount of xp/day. We can then figure the Real/Xp, or the real cost for 1 xp. Ships/Day = crafterWalletSize/shipLaborCost Real/Day = sum(nResource/ship*costResource*Ships/Day) Labor/Day = sum(nResource/Ship*0.8*Ships/Day) Xp/Day = xp/Ship*Ships/Day Real/Xp = (Real/Day)/(Xp/Day) * this figure is = (costResouces/ship)/(xp/ship) -> A constant, regardless of wallet size Ship Ships/Day Real/Day Labor/Day Xp/Day Real/Xp 1/Log(Real/Xp) Cutter 29 39334 2007 5825 6.75 1.21 Lynx 43 58323 2976 15479 3.77 1.74 Pickle 26 54534 2749 15448 3.53 1.83 Priv 32 69758 3281 15262 4.57 1.52 Tsnow 10 27290 1460 9364 2.91 2.15 Brig 19 78496 4028 15519 5.06 1.42 Tbrig 19 67674 3322 15519 4.36 1.56 LGV ? 31470 1753 5399 5.83 1.31 * Note the Labor/Day refers to labour needed to produce the resources, not the labor required to craft the ship. These are all based off the labor hours wallet of 1240. LGV was included to see how crafting a ship outside of the 6-7 rank worked. I removed some of the data when I realized it was not efficient in grinding XP. Then I realized that some people might want to see. I included the inverse log because I think it makes it slightly easier to visualize the relationship: X-axis refers only to the name of the ship, and not to a quantitative value. The Trader Snow has the best Real/XP with the Pickle as a close second. *Greater inverse log = less real cost per 1 xp* For a visualization of XP vs Cost, an additional chart. Again, the xp/day and cost/day is assuming you craft the maximum amount of ships you can afford with your ship crafter's labor wallet size. For example, with a wallet of 1240 one can make ~43 Trader Lynx or ~26 Pickles. Conclusion: From the data provided, it would appear that grinding Trader Snows a day is the most cost-efficient way to grind crafting to the max. At the lower craft levels you are capped by the surprisingly high labor hour cost for the ship construction. I'm not sure if this is deliberate, as all ships had labor hour costs reduced recently, and it seems odd that a Trader Snow takes more hours to craft than a Trader Brig. If cost is slightly less of an issue and gaining XP quicker is more of a concern then it would appear that the Pickle or Trader Lynx is the way to go (unless the resale value is higher on the lynx I would probably grind pickles because clicking all the prompts 43 times would be annoying.) I have done some ballpark figures with higher ranked ships, but the trend of Real/XP increase occurs. Additionally, even with large labor wallets, the number of ships decreases significantly - so even with the higher XP/ship you end up making less XP/day. This makes sense, as the higher ranked ships are more useable. Personally, grinding Trader Snows has been somewhat useful. You have an increased chance of crafting high end TSnows with speed perks, which make a useful addition to your fleet. I would grind TSnows until you have a good amount of fast trader vessels and then switch to something more XP/Day efficient. An additional note, crafting trading vessels is usually cheaper because they use less provisions than the non-trader version. All data on ships that have a trader version (tCutter, tSnow, tLynx, tBrig) are the data from the trader version. How can you use this data? I think this information can be useful for clans wanting to train new people or also for solo players that want to sponsor or shadow a newcomer. If you are using alts, this is helpful information as well, although limiting factors will be access to all resources necessary. As the crafter's wallet increases these costs will change, but the rates will not. The Real/XP is a constant, as these divide down to a per ship basis. Same with the inverse log, as this is just another way to assess the Real/XP figure. Next: The next obvious step is to craft one of each and sell them (with the perk that give +15% profit) and then figure which offsets the cost best. I have a feeling that making 43 Trader Lynxes would generate more income than 26 Pickles, but I haven't tested that yet. I do know that selling Trader Brigs nets ~1700/ship, for a total of ~31K if crafting the max number of TBrigs. That nearly cuts the cost of resources in half. I assume the same will go for all of the ships in this study - but I haven't tested it yet. To the team: Game-labs, are the labor hours for Trader Snows how they should be or did they get missed in the patch? Thanks everyone. Edit: If you want to know how many resources/reals/hours are needed to go from 0-50 crafting nothing but Pickles (208 of them) 0-50 Amount Reals Labor Oak 3328 33280 2662 Fir 8528 34112 6822 Hemp 5588 324104 4470 Iron 832 51584 665 Lig 208 7488 166 Stone 1016 14224 812 Coal 624 2496 499 Prov 11440 171600 9152 Totals 638888 25248 Or you could craft 505 Trader Snows over two weeks and pay~363,000 reals instead.
  10. In his notes to the update on 21st June @admin stated that: "Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased" At least in case of Sweden (don't know about the other nations) this seems to be a bit misleading as Sweden has a capturable port within th reinforcement zone: Philipsburg. So, the simple question is: Is Philipsburg counted as a "Reinforcement zone port" or as a capturable port as it is clearly both? Thanks for answers.
  11. Coming to a shipyard near you soon! The Wasa, by Fredrik Henrik af Chapman. Look no further. Here is the leaked crafting receipt for the new Wasa. A ship that is coming to the game with Unity 5 and which can already be taken for a spin on the testbed server: (click and expand to fullscreen to see full size image) This announcement is sponsored by: To learn about how you can already test out this beautiful new ship devs are giving us - if you haven't already -, follow this link:
  12. I advocate a more flexible construction/modification feature in the shipyard. I want to be able to trim the ship fitting my play - in this case making my traders fast, dumping all main guns to achieve more speed and fitting a couple of HEAVY stern guns to slow down pursuers. The ship mod section (and initial construction page) should have sliders to select weight, speed, gun sizes, gun placements, rigging quality, hold, powder storage, ammunition, crew selection (number of gunners, sailors, marines...) and all of course having results in speed, stability tonnage and so forth shown... Then I can make fast raiders with light broadsides, speed traders with only stern guns or heavy Corvettes for pirate hunting.... All in all this will make gameplay more interesting as all will have different preferences, so you never know exactly what you are up against. And in fact more period exact - just look at how all the ships stolen from Denmark were outfitted with heavier armaments by the brits and thereby got slower..... regional bonuses and some upgrades could stay in slots but many would be better integrated here
  13. A lot has been said about the greatest docks and shipyards in history, from the ancient shipyards of Athens, Carthage and Rome to the more modern sites of Britain, Spain, France and the Netherlands but none of these has changed the world quite as significantly as the Venetian arsenal. The Venetian Arsenal, first started as a small project of the Venetian state in 1104. Its purpose was to cheaply and efficiently service the state owned Galleys used to protect the interests of Venice's key source of income through trade. The Arsenal grew with the republic to not just become the worlds most impressive shipyard but in general largest industrial complex too. Its importance is paramount to the history of the world and has had a greater effect on your life than you would likely realise. While Venice had a huge amount of shipyards, and was known in its early history For supplying the Crusaders with ships, due to its unique position and ability of craftsmen none even came close to the power or prestige of the Arsenal. During the height of the Arsenal in the 1550s-60s the Shipyard had over 16,000 employees, with over 1200 master shipwrights, 1000 master caulkers and around 100 master oarmakers. Other crafts included foundry workers, sail makers and rope spinners that you would associate with any shipyard. The cost to Venice of the Arsenal during this period was over 150,000 ducats a year, to put this into perspective the Venetians paid around 200,000 ducats for the purchase of the island of Corfu. Resources were drawn for the running of the Arsenal from all over Venice, with timbers being drawn mostly from the woodlands owned by the Facility in the Montello foothills in treviso, this woodland was for exclusive use for the Arsenal. The Arsenal played such an important part of Venetian life time was kept to the clocks of the Arsenal and it took up about 15% the total land space of Venice and being in one of the positions of power with sway in the Arsenal was one of the most prestigious political jobs you could get, especially to become one of the Lords of the Arsenal. The construction of the Arsenal started in 1104 and for a time it remained a small enterprise of the Venetian state. The initial functions were to make a small income for the state and secure the Venetian mercantile fleet a reliable place to come and have repairs done, the owners of the ships would then be able to do what they do best and venture into the world to trade. The original Arsenal saw its first expansion in the 1200s, then for a Further 200 years The arsenal Expanded larger and larger to meet the demands of the Republic, In all there were numerous updating programs and 6 major upgrades during the time of the republic, in response to scale, scope and technological needs. The Main expansions were Formation of the Arsenal Vecchio around 1224-1304, Then in 1304-1322 the main rope manufactury was constructed. In 1325 the first huge expansion happened, the construction of the Arsenal Nuovo, this was the project that lead the Arsenal to really become the powerhouse we see historically, the complex almost tripled in size over the space of a year, bringing huge importance to the Arsenal and making it the largest state enterprise of Venice. The formation of the Arsenal Nuovo was of such significance that the next major upgrade wasn't constructed for over 100 years, when they began work on the section that became known as The Arsenal Nuovoissima, which added another section increasing the complex to twice what it was before, the main need for this expansion was to deal with the increased threat of the growing Ottoman empire, following the fall of Constantinople 20 years previous. The Arsenal then saw the building of a row of sheds splitting off the Arsenal Nuovo and Nuovissima around 1508. The last major upgrades happened in 1535-40 with the expansion of the specialist area specifically designed for constructing Galleass, with the last expansion being in 1620 as part of the continual modernisation process through the 1600s bringing it up to speed with modern technology. The full list of expansions are available here: http://arsenalofvenice.weebly.com/history-of-the-arsenale.html Thanks to the continual investment, improvements and concentration of resources the Arsenal prospered with the Venetian Lagoon allowing the Arsenal to be built in a safe place, away from the potential raids by both land and sea which left it in a rather unique place to expand to its potential away from harm, unlike most of the Venetian shipyards situated on the island of Lido. To amalgamate this geographical safety advantage the Venetian Government completely encircled the Arsenal, safe from any possible aggressive force, and also securely tucked away from prying eyes and spies. The Arsenal became such a huge part of Naval dominance it was copied by Venice's greatest rivals, first the Arsenal at Genoa was constructed, then the Ottomans constructed their own version on the coast of Gallipoli neither of which really managed the same level of prestige that can be attributed to the Arsenal of Venice. The Arsenal was even mentioned in Dante's inferno. The Arsenal was set up in a system that used dry and wet sheds to ultimately construct multiple vessels at a time at its height The Arsenal was allegedly able to construct a ship a day, but this is largely due to the way the Shipyard used interchangeable and standardised parts, which was one of the major technologies it gave the world, it was practising this method as early as the 1350s. The arsenal often contained the parts to fully construct between 100-200 ships at any time, although a large portion of these parts were kept as spares for existing ship maintenance. A more realistic estimate would be that during peak operations the Shipyard could produce a completely new ship from scratch in between 1-2 weeks. While other major shipyards like the ones in Chatham and Portsmouth would struggle to see a new ship sooner than 6 months, showing the staggering production capacity of the Arsenal. To put it into further context the peak production of the Arsenal in the 1550-60s wasn't ever reached in the pre industrial period and was only eclipsed by the great factories during the industrial revolution, with no shipyard on the planet meeting a higher output until 1909. When it comes to ships, the some of major contributions of the Arsenal include: The Light Galley of the 1350s The War Galley of 1486 The Galleon The Scaloccio of the 1500s. The Quinquereme resurrection in 1524 The Lepanto Galeass 1560s The Galleass of 1654 (The first scientifically designed ship of the modern period) The Galleass of 1690 San Lorenzo Zustinian Class 1690 Leon Trionfante Class 1716 The Ultimate Galleass 1724 The 1780 Fregata Grossa (The first real Battle Cruiser, Improved to form the Fama Class) Cerere Class (which then resulted in the 44 cannoni Class) The Galleass of 1654 is particularly important. The increased pressure from the Ottoman Empire forced Venice to start thinking more technologically to maintain its sea advantage against the much larger and more resourceful Turks. This pressure forced the Venetians into looking more scientifically at the developments of ships in the ancient world, most notably the Quinqueremes of Rome, Egypt and Carthage. This lead onto technical arrangements of rowing benches but also spurred investigations to lines and theories of ancient maritime warfare. This was combined with the new developments during the renaissance and contemporary sciences. This work was undertaken by some big names in Venetian Maritime history, the most well known of which is Galileo, who completed his apprenticeship in naval architecture in the closing stages of the 17th Century, Galileo maintained friendship and worked closely with his friends who later became prominent Lords of the Arsenal, together their work resulted in the Galeass of 1654, which was so groundbreaking the design wasn't really topped until the Ultimate Galleass of 1724. This work also laid the foundations for the French architects of the 18th century who continued where the Venetians left off, using the same methods to construct their Atlantic fleets, although Venetians still kept their huge advantage when it came to Galleys. While Venice constructed its first Atlantic style ship of the line in 1666 they were playing catch up, 24 years Later they Launched the San Lorenzo Zustinian, which was a return to form at the top table of naval design. After San Lorenzo Zustinian The Arsenal's lowered resources from the decline of the Venetian Empire started to show, while still significant in Galeass design the time of galleys had mostly passed and No significant designs really appeared until Angelo Emo's reforms which changed the focus of Venetian design to hard hitting shock ships, this resulted in a focus on two fairly open ratings of ships Fregata Grossa and Fregata Leggara, Fregata Leggara was filled with heavy corvettes, the largest of which was armed with 34 guns although The Fregata Grossa rating is potentially more interesting, started by the 1780 class but what really made it was the ship La Fama, Angelo Emo's flag ship. These ships were the fantastic swan songs of Venice they worked in a similar way as the frigates of 100 years later, and took the same combat role as the modern Battle Cruiser. A List of some of the other Advancements Venetian Arsenal gives us are: The Bombard Cannon Standardised Interchangeable Parts The Production Line The Basis for Modern Ballistics The Birth of Modern Science Social Security Division and specialisation of Labour A basis for modern trade The modern State Navy If anyone wants to know more I will gladly talk more, especially about specific details. Thank you for Reading
  14. Hi, i am doing research on shipbuilding in Europe in the Age of Sail. I found some pictures, which i will show below. The first one is the Woolwich Dockyard, the second one is Holmen in Denmark, the third is Rotterdam in the Netherlands and the last one is Stockholm Shipyard You can see the difference in how the ships are build. The difference in how the shipyard looks especially came too my attention. It looks as if the English and Danish made use of some sort of drydock to build their ships, in contrast to the Dutch and Swedes. Can someone explain why some ships are build in some sort of drydock and others are just build on a flat plane near the water? I also noted that the Dutch and Swedes build their ships with the bow towards the water and the English and Danes build their ships with the stern towards the water, why is that? I hope some of you can help me with this and maybe explain the difference in shipbuilding throughout Europe.
  15. There is a pirate drama series called "Black Sails" that is a pretty entertaining watch. My question though, as far as the ships in the show, are they purely fictional? If not, can we find the plans to those ships, or ships that draw similarities, their actual names, etc.) would be nice to see some of them in game. nostalgia.
  16. Hello all, To get a shipyard at level 3 it represents a total investment of more than 1 million gold, yet all this money gives us nothing more in return than a "license" to build higher class ships, no other advantages is given from investing such load of money in a lvl 3 shipyard. My suggestion is to make the shipyard level 3 adding an additional dock slot in the outpost, simple as this, it makes sense to get an additional dry dock slot with such building and it will surely make the shipyard value more worth the investment than now, we will be able to get one more ship stored in the outpost which is valuable for many craft guys always needing to get one free slot to release a ship. If needed put a limitation on this to get only one additional slot per outpost, so we won't be able to make 5 shipyards level 3 in a single town and get 5 more additional docking slots, but getting one more slot for such investment will be more than welcome right now. Thanks.
  17. Hello! I would re-command you to add this great ship, a 20 gun Sloop of War From the great series of "Hornblower". This ship is great looking and it's construction is perfect and really beautiful. I will add a link with a picture of this ship-> http://www.google.co.il/imgres?imgurl=https%3A%2F%2F33.media.tumblr.com%2F40bac7ca756710b7df29f7a22573d9d5%2Ftumblr_mrtqdgVUz11qfigugo1_500.gif&imgrefurl=https%3A%2F%2Fwww.tumblr.com%2Ftagged%2Fearl-of-pembroke&h=270&w=500&tbnid=6jHtlr4jWgLihM%3A&zoom=1&docid=BCK6dUTEfIqHGM&ei=KMqVVKj5JoGtUMOmhPgC&tbm=isch&ved=0CEAQMyg4MDg4ZA&iact=rc&uact=3&dur=1336&page=4&start=116&ndsp=45 http://hornblower.wikia.com/wiki/HMS_Hotspur?file=Hotspur.jpg Sincerely yours, Ilan
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