Hethwill, the Red Duke Posted November 29, 2016 Posted November 29, 2016 To make the workflow easier but keeping the necessary planning and effort I suggest the following: 1. All regional capitals are Naval Bases. They are automatically usable by an ally and can park up to 5 ships and a warehouse. Pretty much a "free" outpost. National Capital is NOT considered for this to ensure there's expansion. 2. Naval Bases cannot have any buildings. They have a shop of course. 3. Teleports between Naval Bases enabled. Outposts 1. Outposts keep their status for production buildings and Ship Building and additional naval bases. 2. Outpost naval base can hold 2 ships in port. 3. Outposts + Naval Bases sum the infrastructure available for a Nation player Looking to freeports. 1 .Freeports can hold 2 ships in port. 2. Fleet option disabled at Freeport ( to enforce the 2 ships limit ). You either bring your fleet already or you can assemble it 1+1. 3. Deliveries still only between Freeports. And finally looking at the crafting of ships. The big big big issue is the logistics of regional trims, so I suggest a abstract layout. 1. If a region is controlled by a faction / alliance the Regional trim is available in any ship building port. 2. If a region is contested the trim in unavailable. If lost it becomes unusable. 2.1 Again, as stated before, Naval Bases are not ship build capable. 1
Elouda Posted November 29, 2016 Posted November 29, 2016 3 hours ago, Hethwill said: 1. If a region is controlled by a faction / alliance the Regional trim is available in any ship building port. Apart from this, I can get behind the idea. As much as I disliked the Regional trims when they were introduced, I do like the logistics and considerations they add, and the effect they've had on dispersing population.
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