It is too slow and should be on a schedule with votes after the designs to decrease the chance of the first suggestions getting the most votes
Separating votes from designs would slow the game even more. In order to be fair, it means leaving at least 2 24 hour periods, one for designs, and one for votes.
What should change? In a war yearly turns are just a bit too... slow. No military react like that! The war should move on whether we are fighting in the war room or not.
What do you think of the battle pace* A bit faster. less than 50 planes down for a year is very sporadic fighting I suppose.
That's the problem I was worrying most about. Effectively, the war progresses at month intervals, while the game processes at yearly intervals. The results are a long and drawn out war. It's a situation I'll try to resolve, though it'll still be unnaturally slow.
I'm thinking the main point of the war for them is for those islands, so they are not cut into two halves. Once they got their wargoal they are trying to ramp up our war exhaustion. Lets see what kind of Casus Belli they are having.
Our former Monarchs have fled to Moldavia*, because they're related to their monarchy. There's henceforth a difference between the Moldavian, and the Royal interests. Royals want to restore themselves to the throne, but will settle for the island. Moldavians were primarly interested in those small island, but will take Crow's Isle if they can.
*It's also were most of our former fleet fled too.
The Shark, for example, has a Production time of 1 month. Does that mean if we had a fifty ton dock, we could produce one per month, and a hundred ton dock would produce two (parallel) per month? With the drydock producing half the amount?
That would mean that our dockyard could produce nearly three hundred per year if we had the capacity for it.
Idea: Let's do a secondary version of the shark with no 40mm gun and if necessary no MGs. Their anti-air power will be nullified, but we can build much much more and the new version would be faster, too.
Yup.
And the reason you didn't do that automatically was because I didn't think of it. On a side note, torpedo's, while not counted, are not infinite either.
I would even think about making the shark with wood, while trying to improve the engine reliability, as well as removing the naval gun component. Hell they are our equivalent to PT boats, designed to be produced on the fly quickly in a war. All they need to do is to throw torps, retreat, rinse and repeat. Why complicate it?
Only question: Old torpedo or new one? The old one has a higher range meaning more survivability (4600m vs 2000m) and higher speed, while the new one probably has higher firepower and less weight.
My tendency is to use the old one due to the higher speed, meaning easier hitting faster targets from further away.
The old one's warhead weights as much as the new one. It still has the advantage in explosiveness; though the new one is much more efficient.
Don't think a sub can sport snorkels that long to be honest.
It can't. Snorts are only used at periscope depth, and almost always while going very slow, or being immobile. High speeds can cause the snort to collapse under the drag. Additionally, snorts were not in widespread use until mid WWII, because before a surfaced submarine was both faster and harder to detect. Radar was not widespread, while sonar was. Additionally, a surfaced submarine could use radio and radar easily.
I doubt that we can train large teams, it sounds kinda unbalancing. Even if we can, sending all our best engineers to train for one year, when we are at war... doesn't make me happy
Our teams are not fine, if we'll send gamma to train now, we'll have only four teams, one of them are 100% novices
Also, aeroteam lacks experience and has too many novices... expect flaws in designs. Can we afford this now?
You can train large teams at once. However, what you can't do, is split 2 teams up, or merge teams of different specializations. I don't want to track the specialization status of each engineer.
Note: I'm however contemplating to change the training system. Rather than training teams, you train master engineers/ or specialists.
@ebbor: Rules question: What does specializing do to the engineers?
It gives them a bonus for projects relevant to their specialization.