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Found 4 results

  1. Just noticed on felix' map. I get that carta brings in cash, but I don't get some of these other net profit port vs. net loss ports. Would someone care to explain... slowly?
  2. In all kind of games the more stuff and the better the suff what is equipped the higher are the maintenance cost. Suggestion: Increase maintenance and in battle repair cost depending on used modules Details: modules are already categorized as basic and non-basic, for example, Basic Pump and Coles Bentick Pump While "basic" mods only suffer a slight increase in repair and battle repair cost "non-basic" mods can suffer repair penalties increase up to 200% For example: An installed coles bentick pump would increase hull repair cycle cost by 100% for each extra module of the same type - cost increases by extra 100% For example: coles pump + chain pump = basic repairs + 100% for the first module + 100% for the second module + 100% for being a second module of the same type - pump Pros: quality of life added maintenance for high grade specialized ships simulates highly specialized crew and necessity of high grade quality parts for repairs at sea Cons: quality of life
  3. I've already searched through the forum, and I couldn't find this mentioned anywhere. I noticed that the cost of buying veterans as replacements increases, depending on the number of stars--or maybe another characteristic--the unit has. EG during the same refit phase, buying veterans for one 3-star brigade cost $67 per man, but for a 2-star only about $48. Is this WAD (Works As Designed)?
  4. Now that the gold in the clan warehouse is used for the upkeep of the ports every morning it is essential that access to this money be limited to diplomat level and higher. The disaster of someone returning to the clan after a while, not understanding the implications of using the money and/or sabotaging the clan (and a whole nation) and taking all the money out of the warehouse can be too damaging to the game.
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