put full crews on your newly built
ships and leave them in harbor until they reach 100%.
.s1
-The work required to add a point of efficiency to a ship is
+The work required to add a point of efficiency to a ship is
.s1
.NF
(20 + (lcm_to_build + 2 * hcm_to_build))/100
A small crew on a large ship
may not be able to make any repairs at all.
(Moral: keep your ships fully crewed in anticipation of future damage.)
-Repairs at sea do not use any lcms or hcms, but may not push the
+Repairs at sea do not use any lcms or hcms, but may not push the
efficiency of a ship over 80%.
.s1
AIRFIELD SECTORS & BUILDING PLANES
it has reached 40% efficiency. Planes below 10% efficiency are
destroyed.
.s1
-The work required to add a point of efficiency to a plane is
+The work required to add a point of efficiency to a plane is
.s1
.NF
(20 + (lcm_to_build + 2 * hcm_to_build))/100
Planes will also gain efficiency in non-airport sectors, but at only 1/3rd
the normal rate.
.s1
-Planes on carriers will also gain
+Planes on carriers will also gain
efficiency. The amount of work available is based on the carrier's crew,
and the rate is the same as a non-airport sector.
Repairs at sea do not use any materials, but may not push the
In order to build a land unit, you must have 10% of the items
listed by \*Qshow\*U available at the time of building. The land unit will
appear at 10% efficiency (a unit of less than 10% efficiency is
-dead). Then,
+dead). Then,
each update, the unit will grow in efficiency, and use up more
of the required goods until it reaches 100%.
.s1
-The work required to add a point of efficiency to a land unit is
+The work required to add a point of efficiency to a land unit is
.s1
.NF
(20 + (lcm_to_build + 2 * hcm_to_build))/100