Page 1 of 1

Sea transport

Posted: Wed Apr 04, 2007 4:44 pm
by Heldenkaiser
Can anybody tell me how much can be combined into an amphibian movement in a single turn?

1. I know that loading and army onto a fleet in the same location and sailing off the same turn works. Loading is instantaneous in this case.

2. I also know that loading an army onto an offshore fleet in an adjacent sea area, then sailing away, works. The fleet is delayed by some days in this case.

3. I know I can't load, sail and unload in the same turn. But can I sail and unload in the same turn?

4. Since often the fleet movement takes only a few days out of the month that a turn represents, I wonder if I shouldn't be able to sail, land and then move off with the army in the remainder of the month, otherwise I am wasting so many days. Can I? If so, I haven't yet figured out how.

5. Any other combinations that I have forgotten about? Thanks for any insights. :)

Posted: Wed Apr 04, 2007 7:42 pm
by Pocus
(4) is mostly an engine limitation, we plan since several months to circumvent it, but still got no time until now. Soon, with spiking guns...

You can load into a port and unload into another port though.

You can also plot a move with the army you disembark