while i'm adding these sea units into the folders and editor, i should probably take a minute to give an overview of the naval strategy for this
the model of the sea units is based off the one used for AoI. it is a conglomeration of several criteria such as displacement, total guns, caliber of guns, quality of fire control, quality of shell, torp tubes, quality of the torps themselves, top speeds, damage control by crews, thickness of armor belts and other areas of the ships, radar/sonar, fleet screening tasks...there are others i'm leaving out. but it's Kly's formula and it is the best imo
it just works. so we bring that into this project too.
with that said, here's an overview of each class of ship :
TRs - buildable anywhere, immune to coastal tile mvmt penalty (more on that later), not sure on TR capacity yet but somewhere between 4 and 6, 6 movement rate most likely
fast TRs - buildable with Industry resource, also immune to coastal tile mvmt penalty, 2-3 TR capacity probably, 8-10 movement rate (not sure yet; Kly ? what do you think ?)
ES : escort ship, Japan only, slow, buildable in pac islands probably, will match base TR rate of 6 so they can tag along, crappy stats compared to cruisers, DDs, and up, immune to coast mvmt penalty
the penalty for sea units going onto Coast tiles will be 10 mvmt pts. this will stick the big ships in mud, so to speak. we've never done this before so this is sort of a wip in terms of seeing whether our idea on paper will transfer well enough to gameplay. on paper, yes, but i need to eyeball it before cementing it. CLs, DDs, ESs, both TR units will be immune to it as will (probably) CVLs. will probably leave CVEs with the penalty and definitely the fleet carriers (CVs). SSs, BBs and CAs will have it also. so this will mean that it will take a hot minute (another turn) to get into position to bombard. getting out from the coastal tile and away from potential shore bombardment will be more difficult. again, all a wip but we want to make it harder to just stack'em up and blast away.
DDs - iron & coal needed, has the 'Detect Invisible' bonus, fleet speed in that it can keep up with the big ships. immune to the coastal tile penalty
CLs - iron & coal, 'Radar' bonus, fleet speed too, immune to coastal penalty
CAs - unbuildable, spawned for US though, no discernible bonus outside of well rounded a/d no's and bombardment ratings. susceptible to coast tile mvmt penalty
BBs - only US gets spawns, trying to figure out if british pac fleet can get them, free france was there too (richelieu). 'Collateral Damage' bonus, susceptible to coast tile mvmt penalty
CVs - spawned, 'Radar' bonus, susceptible to coast tile mvmt penalty
CVEs - spawned for Japan, buildable for US with Pac Islands, also 'Radar', not sure yet on tile mvmt penalty
CVLs - spawned for Japan, buildable for US with Imperialism, 'Radar', NOT susceptible to coast tile mvmt penalty
SSs - 'Invisible', decent bombardment ratings
all sea units with bombardment ratings have the 'Lethal Sea' bonus. you put a 'hole' in a ship, it could sink, right ? it only takes one 'hole' in some cases.
Japan will have the bulk of her naval inventory pre-placed, sort of an 'at their zenith' point of view. US will have some ok starting assets. but it's what rolls out in the ensuing years that will tip the balance at sea. so it will end up being a numbers game that Japan will have a devil of a time trying to not only fend off but keep up, numerically speaking (will be very difficult, i promise).