2. "There is nothing more expensive than doing things cheaply." This is the crux of my argument against "pocket" ships, be they pocket battleships or pocket destroyers. If you're going to spend the money, then you need to make sure you spend enough to do the job the way it ought to be done. Your enemies will not be impressed that you meet your low budget requirements. Your allies will not be impressed that they have to bail you out, either.
3. "Don't build an all-star player, build an all-star team." I basically do this by identifying what the navy's mission is, who their enemies are, and what is demanded by the nation's political requirements in order to retain security. Every ship design theorized and constructed has to have a place in these requirements: if it doesn't, then it's not worth building. I also forecast my plans several years ahead, at least as a sort of skeleton on which to build.
Mexico has a very interesting strategic situation, with a true two-navy requirement and very limited (for its size) naval economy. As such buying used and refitting has become a requirement in order to fulfill its needs. The two fleets require very different ships. The Pacific fleet is built around a cruiser force capable of trade protection/disruption, with the option of serving as a scouting wing for the USN Pacific Fleet. The Gulf fleet is a destroyer-heavy littoral force, designed for close quarter combat in the restricted waters of the Gulf and Caribbean sea, its primary job would be the attrition of an invading Iberian fleet and supporting a counter-attack against Cuba.
As to the insane number of destroyers in my fleet, well it is a matter of opportunity. Warship sales only come at random times, so Mexico has taken the tactic of buying ships as they become available, even if they are not needed at that particular time. If they can't be refitted to Mexican standards the ships are placed in storage pending the availability of funds. This means I am not as dependent on future ship sales, and can replace ships as needed by refitting ones in storage. In turn buying ships has allowed Mexico to spend cash on new-built front line units like the Villas and Chapultepec.
Actually I think that the advantage of buying used is that it allows a smaller nation to design and build specific warships without sacrificing its fleet. For example there is no way Mexico would have been able to have Chapultepec built, had it not bought secondhand destroyers. I have been able to spend on such oddities as paddlewheel carriers, precisely because of wholesale purchases. But yeah, I do agree that the rest of the small nations do have more flexibility to build, not having as large of a requirement as the Mexican Navy.
On size - I started off building small where I could, and have decided that it wasn't, for the most part, the right decision. Smaller ships are cheaper, but don't necessarily allow a margin of growth for a long service life. They end up requiring more frequent replacement construction or expensive refits (for, say, new machinery or deck armor upgrades).
As for the bigger stuff - a minor power has to be realistic about what it can and can't do.
You also point out an option a player of a smaller country might take - work out a division of effort with an allied power. Persia and India are unusually close, but I believe that Brock has alluded to a division of effort between Ireland and Britain. This also plays into design considerations.
Quoted
Originally posted by Brockpaine
Additionally, one of the things I found extremely helpful when I was learning Springsharp was to identify a number of what I felt to be the "best" Springsharp designs for a particular type of ship. I'd then set everything up so I got a 100% perfect copy. Then I'd change a few parameters and see how they affected the things I cared about. That gave me insights into how other people designed their own ships and what modifications caused certain sorts of results.
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