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Asehujiko
Apr 6, 2011
With RTW2 lasting twice as long as RTW1, how viable is building railroads now with the windfall event? Does it actually provide a noticeable long term growth benefit or is it just the "neutral" option between +budget +tensions and whatever the socialism one gives(-unrest?)

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Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
From a purely long-term powergaming perspective you should always windmill slam railroads when you get the option. It increases your national resources, of which the naval budget is a varying fraction.

If anyone’s curious about historical designs then in addition to Wikipedia the auto-design actually is your friend; the game is pre-loaded with templates based on ships of the period. The AI normally generates ships by taking these templates and modifying them to fit their current tech level and needs. They can also copy your designs.

As far as refits go, fire control is always worth upgrading. Other stuff can be worth it as long as you keep an eye on costs—upgrading guns and replacing machinery can help keep a ship relevant for longer, but you weigh that against the possibility of building a whole new ship, which is always going to be more capable. As far as AA goes, what I’ve found myself doing is ordering whatever refit I’m looking for and then jamming in as much AA as I can fit in the leftover tonnage.

Arglebargle III
Feb 21, 2006

Zikan posted:

Just got this and am having to s of fun but could use some explanation of the absolute basics.

-What is worth including in a real refit of your older ships? I’ve figured out that upgrading firing control is worth it but other then that what’s worth it?

-is there an online guide to historical ship designs that I can use as a guide? Right now I’m just clicking the auto design function and messing around with what the game gives me.

Plus any other tips for a complete novice to the series would be appreciated!

In general old ships can be a liability. While there are some situations in which a major refit, replacing machinery, guns, and adding new features like AA weapons can be worthwile, it's often just as economical to construct a new ship instead. Old ships with inadequate protection, especially c.a. 1915 deck armor and underwater protection, are susceptible to instant loss in battle in the 1920s and 1930s. The Aboukir disaster and the loss of HMS Hood are good real-life examples of why obsolete types should be withdrawn promptly rather than kept around to keep the fleet larger on paper. If Hood had been broken up for scrap five years before WWII the Royal Navy would have saved a lot of money and 1400 men, and the action with Bismark probably would have gone better because King George V was available but not sent for logistical reasons.

Of course it would probably have been better if Hood had never been built in the first place, but that's getting into arguments about whether battlecruisers make any sense in a post-armoured-cruiser fleet.

Tips in general --
  • Early game fire control is extremely bad. Don't be surprised if your ships fire their entire complement of ammunition for no decisive outcome.

  • Early game commerce raiding by small fast cruisers is viable. Battleships and armored cruisers can't catch anything at 22 or 23 knots until about 1907. Set these ships to raider when you're at war to get them to work.

  • Torpedoes are very short-ranged at first, but they get better and are extremely devastating to the first and second generation of battleships. Setting submarines to fleet support, getting early torpedo bombers, and being aggressive with destroyers and light cruisers can net huge lopsided victories in the early dreadnought era. For this reason you want to keep up with torpedo protection technology.

  • Set your research to 10 in the early game, unless you have trash research like Austria or Russia. Be aware that you can purchase ships and planes from more advanced nations like Britain, Germany or France if you stay on good terms with them.

  • Fire control is super important.

  • The Baltic is a total death trap in the late game with lots of ground-based air. Don't fight a battle in the Baltic after 1930 if your enemies have air bases in the region.

  • Once you can put together a force of four to six aircraft carriers they will dumpster enemy surface combatants in the 30s and 40s. However they are helpless at night or in the rain.

  • Pay attention to your gun data and your immunity zone in the ship designer. This gives you important information about how much armor you need to carry, what ranges will be relatively safer to fight at, and how likely you are to score penetrating hits on enemy ships with your guns.

  • Until you research All or Nothing armor schemes, you can't skip extended belt and extended deck without building in some serious design flaws in your ship.

  • If your turrets are under-armored your ships will explode a lot more frequently.

  • One of the easiest ways to reduce weight is to put your main guns into as few turrets as possible. However until you research advanced turrets and to some extent even after that, ef
    ficiency per gun will go down if you go beyond double turrets.

  • Historically and in-game, British ships tend to be overgunned and under-armored, German ships tend to be under-gunned and over-armored, and American dreadnoughts are technologically advanced. You can plan accordingly.

Arglebargle III fucked around with this message at 02:50 on Jul 12, 2019

Mister Bates
Aug 4, 2010
While I appreciate it when my torpedo destroyer captains are aggressive, ramming the enemy BB at full speed with your 500 ton boat is a little bit too aggressive.

The BB did sink in the end, though, so I'm going to call it a success.

Terrifying Effigies
Oct 22, 2008

Problems look mighty small from 150 miles up.

If you aren't losing 1-2 DDs in every medium/large engagement then you aren't doing it right :colbert:

Arglebargle III
Feb 21, 2006

One thing the game doesn't simulate is the French tendency to produce 5 variants on a design rather than a class of 5 more or less identical ships.

Mister Bates
Aug 4, 2010

Terrifying Effigies posted:

If you aren't losing 1-2 DDs in every medium/large engagement then you aren't doing it right :colbert:

True, but usually it's the enemy sinking them, that's the first time I've ever had a DD sink itself.

Roumba
Jun 29, 2005
Buglord
I won an 18 month long war against Germany as Russia in 1905/06 despite being blockaded 100% of the time. In the end we invaded/earned every German possession except for Prussia and the Carolines. All options for a prize ship sucked rear end, so I took their battleship Deutschland and immediately scrapped it. A short 5 months later, a lot of poo poo talking re:Balkans, plus joining an international force to stop this newly Communist Germany from invading Iceland has sent us back to the brink of war. Just as I mobilize all my poo poo, a Finnish rebellion ignites and kicks my rear end out in just 2 months. Proper war starts the month after that.

You ungrateful, draft-dodging ingrates. We beat them once, we'll beat them again and you won't be invited to the parade.

Stairmaster
Jun 8, 2012

where the gently caress is 1.06

Arglebargle III
Feb 21, 2006

Agreed, stuff is broken.

OpenlyEvilJello
Dec 28, 2009

Stairmaster posted:

where the gently caress is 1.06
Here.

quote:

The following are the fixes/changes made for the v1.06 update:
NOTE: With this update it might be best to start a new game due to certain changes made...
Added status for air bases. It is now possible to put an airbase in reserve, which reduces costs. Aircraft numbers in units based there will drop to 70% and pilot experience will be reduced.
Refurbished the aircraft replacement system. Air units now take longer time to replace losses.
Added filter for land based air in show air formations screen.
The frequency of private shipbuilding expansions will now be related to the tonnage of heavy ships in construction in home yards.
Added check box in battle screen to use fastest game speed available.
Fixed a bug with initial air search sectors that could cause them to be much too wide.
Ensured that normal catapults are invented before flight deck catapults.
Ensured that torpedo storage for ships cannot be negative.
Fixed a bug with heavy AA shell doctrine not sticking.
If Bomb load is selected as first priority for an aircraft design you are guaranteed to get at least some bomb capacity.
If a nation has an operational carrier, chances increase that torpedo bomber or dive bomber tech will be unlocked.
Fixed a bug with the air torpedoes ammo check when conducting a multi-carrier strike.
Fixed a bug when creating a new air unit under the reserve.
Fixed an error in check invasion procedure.
Fixed an erroneous objective location in destroyer action, Germany vs Russia.
Fixed a bug with air sounds playing even if sound effects are off.
Prestige penalties for being under budget are now stricter enforced during war.
Fixed unreachable invasion objective at Gibraltar.
Fixed unreachable bombardment target in Tanganyika.
Fixed a bug where buying an aircraft type from an ally will reset funds to zero if they are in the red.

v1.06 Aircraft Replacement System notes: Air units have an authorized strength and an actual strength. Air units will try to fill up to authorized strength, but it may take some time before they are up to full strength.There is a simple production system with a number of aircraft produced of each type each turn. The produced number will rise if more aircraft of that type are requested. You can see the number of aircraft in stock for a specific type in the aircraft types screen. If you disband a squadron, their aircraft will go back to the pool. In the air groups screen, bases will show Actual aircraft number/Authorized aircraft number/Base capacity. Air units will show Actual/Authorized aircraft. Bases not in home regions will get aircraft replacements at a slower rate.

Stairmaster
Jun 8, 2012

quote:

If a nation has an operational carrier, chances increase that torpedo bomber or dive bomber tech will be unlocked.


*eyes slowly widen*

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

quote:

NOTE: With this update it might be best to start a new game due to certain changes made...

hoping this just means “if you’ve already gotten to aircraft”

Kilonum
Sep 30, 2002

You know where you are? You're in the suburbs, baby. You're gonna drive.

:toot: got my rebate!

Stairmaster
Jun 8, 2012

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.



How many of those British ships detonated?

Also, I had the most :black101: carrier battle yet last night:




The Baltic is a deathtrap if you don't have air superiority - around half of the sunk US capital ships made it away from the initial engagement only to get hit by the 3rd (or 4th?) massed strike sortie of the day south of Gotland.

vyelkin
Jan 2, 2011

TehKeen posted:

How many of those British ships detonated?

Also, I had the most :black101: carrier battle yet last night:




The Baltic is a deathtrap if you don't have air superiority - around half of the sunk US capital ships made it away from the initial engagement only to get hit by the 3rd (or 4th?) massed strike sortie of the day south of Gotland.

I was the US in a lategame war against Russia and after the first couple I learned my lesson and declined all battles in the Baltic because if my ships did anything other than immediately turn around and run away they would be sunk by land-based air.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Looks like a batch of refunds went out—I just got mine.

Stairmaster
Jun 8, 2012

The new airbase mechanic doesn't seem to properly display authorized air strength. It works fine but it worries me that its gonna break at any moment.

Also do reserve airbases change their authorized strength to full during war time?

edit: also it seems to be loving up the allocation of aircraft to squadrons.

Stairmaster fucked around with this message at 21:22 on Jul 25, 2019

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Out of curiosity, any reason why you are not using any dive bombers?


Is there a consensus on what is best for all-around purpose?

Stairmaster
Jun 8, 2012

Because the games research system is still loving bugged

Mr Luxury Yacht
Apr 16, 2012


How do I get my sneak attack destroyers to actually torpedo things? They sail into the harbour, spot ships, and then just spin around a bunch and try to pepper Bs and CAs with 3-inch fire before turning around and running away. They have extra torpedo training so I figured that would help.

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell

Mr Luxury Yacht posted:

How do I get my sneak attack destroyers to actually torpedo things? They sail into the harbour, spot ships, and then just spin around a bunch and try to pepper Bs and CAs with 3-inch fire before turning around and running away. They have extra torpedo training so I figured that would help.

Sounds like this is pretty early game? Torpedoes are garbage in the beginning and your DDs have hard time using them because they have lovely range. When you get more torpedo techs they will start shooting them more and more.

edit: to clarify, the AI ships are calculating their own fire solutions and it certainly helps if steer their ships to some sort of optimal speed/range/heading position but there's nothing in the game to help you do this and ultimately they still have to decide to fire on their own.

Obfuscation fucked around with this message at 18:43 on Jul 26, 2019

Stairmaster
Jun 8, 2012

apparently the game bugs out if you have too many aircraft attacking surface ships. I was getting a ton of error messages(I would have taken a screenshot if I knew it was gonna turn out like this) that said the ship count was too high for the attacking aircraft.



over 250 aircraft sent on a strike and only two bomb hits scored

Demon Of The Fall
May 1, 2004

Nap Ghost
Aircraft seems so tedious. Can’t you turn the air techs off, or slow them down? I just wanna slug it out with my big ships forever.

Roumba
Jun 29, 2005
Buglord
"There is a specific option to slow down air development. This is for those players who want to prolong the period when battleships dominated the seas." according to the manual. It is one of the options when you make a new game. Exactly what it does in terms of numbers, I do not know. Someone probably explored that on the official forums, though.

Stairmaster
Jun 8, 2012

Demon Of The Fall posted:

Aircraft seems so tedious. Can’t you turn the air techs off, or slow them down? I just wanna slug it out with my big ships forever.

it still pisses me off how little effort the devs put in actually modeling carrier warfare

Banemaster
Mar 31, 2010

Demon Of The Fall posted:

Aircraft seems so tedious. Can’t you turn the air techs off, or slow them down? I just wanna slug it out with my big ships forever.

You can modify "data/ResearchAreas2.dat" file and change the years of aircraft technologies to some arbitrary high number. Remember to take copy of the file, as patch installers will complain about modified files when patching.

OpenlyEvilJello
Dec 28, 2009

The smallest number in a tech line (usually between 5 and 20) determines how much research is needed, so you can increase it to slow techs down as well. If you just want to stop it dead editing the years to 1999 or something like that will probably work better.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Stairmaster posted:

it still pisses me off how little effort the devs put in actually modeling carrier warfare

Plus most of the time your lead elements start in sighting distance of each other so Air combat is basically just a brawl, no scouting or deception or anything like Midway/Coral sea.

Mister Bates
Aug 4, 2010
yeah, the simplicity with which things like CAP and air scouting are modeled is extremely irritating, and much as I love having carriers in theory in practice they feel like something of an afterthought.

the way things are currently set up leads to really weird tactics like sending in your battleships to find and fix the enemy battle line so the carriers can come in and hit them, and extremely short range carrier battles where you're scrambling and launching strikes at ships a few miles away as though your planes were just a very large gun

that having been said, it's still extremely satisfying when a well-placed torpedo bomber strike puts 12 fish into a line of enemy battleships all at once.

Arglebargle III
Feb 21, 2006

As US I'm pretty sure France just invaded Panama with a fleet of MY ships. Battles are populating with wrong side ships again.

vyelkin
Jan 2, 2011
It's May 1907 and the world just agreed to a 17-year disarmament treaty with a maximum displacement of 12,000 tons and maximum gun size of 10 inches.

HisMajestyBOB
Oct 21, 2010


College Slice
Start a war.

vyelkin
Jan 2, 2011

HisMajestyBOB posted:

Start a war.

No way man, I'm Russia. Without these treaties I have to go toe-to-toe with real navies.

also lmao I'm singlehandedly holding back dreadnought development, I just got another treaty signed and suddenly every dreadnought in the world got scrapped except a few early 3x2 American and British ones.

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell
I had a really good game going on as Austria-Hungary and then a battle crashed and I hadn't done a manual save in 10 years.

Oh well maybe 1.07 is going to fix everything.

edit: 1.06 also has a bug that causes my CV air wings to not gain any experience, boo

Obfuscation fucked around with this message at 19:57 on Aug 4, 2019

Roumba
Jun 29, 2005
Buglord
Did it corrupt your autosave?

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell

Roumba posted:

Did it corrupt your autosave?

...uh yeah turns out that I'm an idiot who didn't realize that there is a button for that. Thanks for rescuing my game.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




vyelkin posted:

No way man, I'm Russia. Without these treaties I have to go toe-to-toe with real navies.

You're playing Russia wrong then. I managed to go toe to toe with Germany in three wars. I ended up with 4 BBs and 5 BCs when I updated to 1.06 in 1925.

Then in consecutive months I lost a BC and my brand new CV to submarines, then 2 BBs in fleet combat. Now I'm playing Spain and blaming 1.06 for costing me my beautiful Russian game.

Spain is really hard mode. You start with a small fleet of really terrible ships. I've gotten some decent cruisers built and I'm up to 700 ton DDs in 1909. I'm on my second war with A-H and boy howdy is that a slapfight. A common battle is one DD on a commerce raid. I actually just completed one of those; I'm using my old 400 and 500 ton DDs for trade protection because I don't have the resources for a line of KEs. I just won the scenario because the lone Austrian DD ate a torpedo from a 400 ton DD on maritime patrol duties.

The previous scenario was 3 Bs and a destroyer squadron on a bombardment mission... but the target was behind a port minefield and I couldn't actually shoot at it. Worse, on the approach to the target I ran into 3 enemy Bs, and I outgunned them. But they got themselves lost when night fell. And to make matters worse, I lost a CA to a minefield while trying to get the bombardment target in range.

Try Spain, it will test you.

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Gort
Aug 18, 2003

Good day what ho cup of tea
Why build corvettes? The ones I come across are useless

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