From: London, Surrey, United Kingdom
Sorry, not sure that I follow...AFAIK if there is other terrain under water terrain, it will be indicated when you mouse over the water hex. In this case, there is no "non-water" terrain under any of the water hexes, whether the event is triggered or not. While you might be right that putting land under the water might trigger the occupation trigger in water hexes, I'm actually trying to achieve the opposite.
There's always land under the water hex. When you open a new scenario, it's all "Open", and you drop "deep water" on top of that.
Actually I don't really care which way it works--occupation triggered by adjacent water hexes or not--but I'd like for it to be consistent, so that it worked the same way for all water hexes, but right now it's not.
To be clear, the "Force x Occupies" event only triggers when a hex's ownership is converted; in this case when it's converted from Force 2 to Force 1. By default when you create a scenario, all hexes are owned by Force 1, including Deep Water hexes, and so this effect can't trigger: the unit moves into the hex "occupying" it in a sense but not changing the hex ownership and not triggering the "Force x Occupies" event.
So the only way that moving into a deep water hex can trigger an "Force 1 Occupies" event is if the hex is first converted to Force 2, either by the designer in the editor, a Force 2 unit moving into the hex, an event or- as I think is the case here- through the adjacent hex ownership effect.
To negate this effect in your scenario, I'm suggesting you experiment with putting an urban hex "underneath" the deep water hex, as this in theory would negate the adjacent hex ownership effect and keep the hex in Force 1's hands. Of course if Force 2 moves its own naval units into the hex there's nothing I can do.
Or you could make the offending hexes shallow water or "non-playable".
Also, AFAIK the "SP: 28%" I mentioned before refers to supply in the hex, but I don't see why that would matter or how it is calculated, because the number does not seem to bear any relationship to distance from a supply depot, etc.
Ah! If this means supply level, it supports my theory, as only friendly-controlled hexes will have a supply level. All deep water hexes are always fully supplied (you can surround a deep water hex with enemy units- it will still get full supply) so this explains why the figure is so high.
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