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[NavalUnit_TimeOnSeaPenalties]
TurnsWithoutPenalty_InRegularFleet = 3
TurnsWithoutPenalty_InRaiderFleet = 6
DetectingAbilityPenalty = 0.5
HitChanceInSeaBattlePenalty = 0.5
Does this mean the longer i keep a fleet at sea the less effective they are? Cause this would make sense to me that 3 turns at sea no penalty and after that the sailors are fatigued. I think i will take time to read through the config file and sea the guts of the game.
i will take the time and read the game manual for some pointers.
Turns out 1 turn= 1 month so 3 turns at sea = 90 days.............sounds about right for fatigue of crew.
10.10.3 Time on Sea and Distance from Port effect
Those two modifiers have a cumulative effect on the ships ability to detect enemy fleets or convoys, and for chance to hit enemy group during the naval battle. The higher those values are, the less chances for detection and hit.
i never used the manual way of fighting sea battles and just left my carriers in the sea zones forever so it must of lowered their fighting ability even though New York harbor was right their and i was playing USA.
I guess that on the fleet display panel where it says ( on sea ) this is the number of turns that group has been at sea.......hmmmmm always wondered what that meant.
I also read the manual and boy is there alot of things in there i missed like :
1. merging units
2. splitting units
3. at sea penalty
4. units in range of HQ (leaders)
5. malbury harbors in certain sea zones areas ( not just for allies ) that give 2 month supply for invasions 300 pp
6.swapping units from 1 hex to the other if they are next to each other allowing the new unit access to the front lines next turn.
And much more. I just jumped into the game and played.
update: tested the sound file and it works........soooo much better