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It pays to know just how much that shiny new ship you want will really cost you when all is said and done. Let's take my current situation as an example. I want a Tier VIII destroyer in my port with which to broaden the range of ships to attempt permanent campaigns and take to what's left of Tier VIII Ranked next season. Absent the Cossack, which will almost certainly be mine if I don't slip badly on the RN missions, or the Lightning if I am blessed by RNGesus along the way, the first likely candidate for me is the Benson (because my highest tier destroyer right now is the Mahan). According to the relevant Wiki page, when I accessed it today, the Benson costs just a hair over 9 million credits to acquire once you unlock it with XP. I get clan discounts, so I can take a fair chunk off of that, but let's go with approximate costs in millions or reasonable fractions thereof. I could tell myself "Aha, I have just over 9 million in my account (which I don't right now, but let's pretend) and enough Free XP to get the hell out of the Mahan. Let's go!" HOWEVER... We want to equip, say, Main armaments mod 1. That's 125K credits. We want extra protection for our engines. Propulsion mod 1 will cost 250K. That's an extra 375K already, call it half a million to be sure of maintenance money if the first few games aren't good or I want to play around in co-op for a bit (which usually means taking losses on all but the best wins). We want aiming systems mod 1 to improve our chances of firespamming battleships at maximum range. Another 500K out the door, and we are already up to a total cost of 10 million. You really sure you wanna burn all that FXP right now? We would really like propulsion systems mod 2 to hoof it out of dissipating smoke, or rudder mod 2 to torpedobeat, according to taste. Slot 4 is one million credits. Eleven million for the ship. Finally, concealment is life. We WILL want concealment systems mod 1 (most of the time, anyway). Two million. So our stock out-the-door sticker price has just gone up from 9 million to 13 million. Sure, we could try to get by with a basic no-frills hull (and in first testing I often do, just to see what she's like fresh out of the box). But if you have any pretensions to Ranked play, you need to bring the A game. Oh, and the B hull. That's another 1.4 million; call it 1.5 to help cover maintenance on those losses. 14.5 million. And if you decide to help yourself to the extra gun range (which some people don't; they prefer to be stealthier at full bloom), add another million. And a further 1.5 million to get the extra 5K damage per torpedo, which can be really critical when facing HP-bloated high tier ships. Okay, are we all tricked out and ready to go? That's seventeen million credits for a ship whose bare-bones price is nine million. Nearly double what you first budgeted. Do you really want to go out naked and unequipped into the badlands? Now of course lower tiers are going to be cheaper, but higher tiers are going to be much, MUCH more expensive. Once you get to Tier 9 you get access to upgrade slot six, and any of the modules in that is going to cost you 3 million credits. That's right; seven million to the base cost of your ship, and that's before you get into B hulls, upgraded torps, longer-range fire controls and what have you. God help you if you are free-to-play and find you need to swap these out. It's something to be aware of when you push that "buy ship" button. Happy sailing. ETA: See also my related post on what happens when you neglect the above or all the upgrades come at once:
In regards to the new Clan Naval Base, the update notes don't say anything to how much the New Buildings in the clan base Cost in Oil. As a clan leader I would have liked to know ahead of time so that I can discuss with my members what we would like to prioritize, but there is no mention of this in the patch notes. I did note that in the PTS it was 830,000 oil (I believe) to fully upgrade the base. However, what you have to do in PTS to earn things is often different on the Live Server. Any answers would be appreciated, or post below if you would like this info too.
So I've been modifying the cost of my consumables using credits instead of doubloons and noticed that I was losing credits after battles instead of gaining them. So I changed them again to kind of a half-way credit and doubloon cost, but noticed that on some ships, even if I have a great game, I still lose credits or barely make any credits. I noticed the amount received, but also noticed that the amount spent was almost as high as what I earned. I opened the drop down and noticed that under spent is an item called Service and that the cost for my Dallas was -77,040 credits. I just played the Cleveland and noticed the service for that ship was _32,000 credits. My question is: Why is the cost for ship service so high? Is there something I missed when supplying my ship? I have signals, but those are either paid for with doubloons or from the stock that I already have. Again, my consumables for the Dallas are all the free and paid for by doubloons. Don't really have a beef or anything, just curious and wondering if some ships are maybe just not worth playing if I may end up losing credits instead of earning them.