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Heldenkaiser
AGEod Grognard
Posts: 943
Joined: Wed Mar 07, 2007 12:32 pm
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Sea transport

Wed Apr 04, 2007 4:44 pm

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. :)

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Apr 04, 2007 7:42 pm

(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
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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