PittBull
Conscript
Posts: 9
Joined: Thu Oct 03, 2013 12:56 pm

Recruiting & building new units

Wed Oct 23, 2013 1:02 am

This answer is probably in some dark corner of the manual that I can't find.
1. Does the size of the city/port matter when it comes to building new units? i.e. does the Philadelphia Navy Yard build ships faster than a smaller yard or a port that does not have a Navy Yard.

2. Why are units that are said to be active in the message box still locked/fixed, etc?

3. Is there an "easy/quick" way of determining when a unit will be finished being built other than the tiny little number on the unit icon in the "build" screen? That number does not seem to be very accurate.

Thanks for the help.

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Ol' Choctaw
Posts: 1642
Joined: Sat Feb 19, 2011 7:13 pm

Wed Oct 23, 2013 5:56 am

It doesn’t make a lot of difference where you build most units.

When building ships, those cities that have naval engineers build a little quicker and may save you a turn or so.

The tool tips for each type of unit give you a reasonably accurate estimate of the time they take to build. The longer the build time, however, the more chances of delays.

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Ace
Posts: 3503
Joined: Mon Aug 30, 2010 4:33 pm
Location: Croatia

Wed Oct 23, 2013 7:52 am

1. Bigger ports repair damaged ships quicker. New ships - no difference
2. Unit activation and unit lockage are two different terms. Unit activation depends whether general leading them is active this turn. Unleaded units are always active. Locked units can
3. The tooltip over unit in the stack panel is the most acculturate one.

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