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Also what's the pros of having a naval hospital port?
Is it worth having a naval hospital?
If anybody could answer my question in the last post about trading ports id be very grateful
Another trick for speeding up growth is to exempt the region from taxes. That speeds things up a lot. Obviously you wouldn't want to do that if it's a large, rich region, but it helps immensely for smaller regions.
Steam vs. Hospital: There must be some advantage to building a steam shipyard but I've never done it. Naval hospitals produce experience and old salts fight rings around inexperienced ships.
I also usually have only one shipyard per theater (plus one in the Med if I'm building empire in the area.) Trade is your growth engine and for that you need as pany trade ports as you can build.
Most games you have to capture the pirate islands to put a stop to them pirating. Trinidad/Tobago makes an ideal army/naval base.
If the trade port isn't in use i.e Waterford port, will i still benefit from the increased trading capacity bonus that comes with the trading post?
Yes, of course. All ports add to the region's economy, some more than others. In the campaign map click on Waterford. Now you'll see the port icon in the roster box below. Hover over the port with the cursor and you'll see how much it contributes.
The ports with dotted lines, coming in/going out, are your/theirs trade route ports. Those are the most important to protect/blockade, attack/defend. The prudent stragetist plants a militia in ports to preclude destruction should it be blockaded.
Incidentally, a militia in a school precludes tech poaching by foreign Gentlemen.