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Post by saint19 on May 3, 2014 10:42:33 GMT -6
Too many sims...too little time. Add in 5 kids and...well. But anyways I'm looking to begin getting back into SAI. I had started a campaign previously. However, I was playing 1 week turns which don't seem ample to me. What is the best turn length for campaigns in your opinion? Thanx.
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Post by fredsanford on May 4, 2014 8:58:39 GMT -6
I tend to favor 2 week turns, but I've never played a 4-week turn campaign, only 1- and 2-week versions.
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Matto
Junior Member
Posts: 56
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Post by Matto on May 4, 2014 14:14:23 GMT -6
For start and learning game details are 1 week turns the best ... but you will quickly move to 2 or more weeks per turn
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Post by saint19 on May 4, 2014 18:56:14 GMT -6
Thanx gents. I'll go with two week turns for now. We'll see if I like that.
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Post by julianbarker on May 6, 2014 0:50:52 GMT -6
I prefer two week turns.
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Post by saint19 on May 7, 2014 16:40:44 GMT -6
Ok my last two turns were two weeks. I think I like it. If I can finish this campaign I'll try 4-week turns. But that may be a little too long for me as I am learning to develop an overall strategy and learning tactics.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 15, 2014 7:10:32 GMT -6
I am playing 1 week turn atm but tried 2/4 week turns in between as well. Got a question: if I put a ship in training and do a 4 week turn, will that ship train for 1 week only or the entire 4 weeks, and how will the OP points cost be calculated? Another crew quality related question, if I don't sortie any ships this turn (enemy only has 1 BB atm) but put them all in training, will my crew quality suffer vs putting them to sail? Actually last Q about crew quality Do larger ships crew decline faster without training? My bayern class go back to crew quality 1 from 2 in 1 week without training. The Nassau class BBs OTOH last a few weeks with quality 2 so not using up my OP points. Or does some other parameter of the ship affect this decline?
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