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Post by mycophobia on Aug 7, 2019 11:06:59 GMT -6
Open the Almanac, go to the tab for your particular nation, look for "Base Resources" and "From Possessions" (colonial resources) under the Nation Data tab:
If I recall correctly, you get about 25 colonial resources per point of possession value and 50 base resources per point of reparations claimed. Note that colonial resources are more or less static whereas base resources are subject to exponential growth (~2% per year for most powers, ~3% for powers with Rapid Economic Growth, possibly an additional linear term if your nation has one of the two hidden growth modifiers in the nation files).
So basically outside of strategic concerns (ie cleaning enemy bases out of your homezone) colonies are objectively bad? They are bad if you have to choose them over base resource gain using VP. Capturing them during event and war is still gonna be generally beneficial unless you have strategic concern to not over expand. (Foreign tonnage is also a possible concern, but I think something easily dealt with) Also I believe Colonial income decline in late game as well (I think its stated in the manual, but don't have it with me and not sure where I can find the download, be good if someone can verify this)
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Post by jishmael on Aug 7, 2019 11:20:56 GMT -6
So basically outside of strategic concerns (ie cleaning enemy bases out of your homezone) colonies are objectively bad? They are bad if you have to choose them over base resource gain using VP. Capturing them during event and war is still gonna be generally beneficial unless you have strategic concern to not over expand. (Foreign tonnage is also a possible concern, but I think something easily dealt with) Also I believe Colonial income decline in late game as well (I think its stated in the manual, but don't have it with me and not sure where I can find the download, be good if someone can verify this) Yeah colonial income declines late, and you got the whole deconisation process hitting you from a possession whose already low income is reduced by the upkeep for FS that it makes necessary. Sounds like a horrible deal. There's also no way that a colony will ever make back the money spent on an invasion.
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Post by cv10 on Aug 7, 2019 11:23:48 GMT -6
Open the Almanac, go to the tab for your particular nation, look for "Base Resources" and "From Possessions" (colonial resources) under the Nation Data tab: If I recall correctly, you get about 25 colonial resources per point of possession value and 50 base resources per point of reparations claimed. Note that colonial resources are more or less static whereas base resources are subject to exponential growth (~2% per year for most powers, ~3% for powers with Rapid Economic Growth, possibly an additional linear term if your nation has one of the two hidden growth modifiers in the nation files).
So basically outside of strategic concerns (ie cleaning enemy bases out of your homezone) colonies are objectively bad? Sorry: others beat me to the punch while I was typing. In short, colonies are not as economically lucrative as reparations, for a number of reasons.
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Post by dorn on Aug 7, 2019 12:32:36 GMT -6
Open the Almanac, go to the tab for your particular nation, look for "Base Resources" and "From Possessions" (colonial resources) under the Nation Data tab:
If I recall correctly, you get about 25 colonial resources per point of possession value and 50 base resources per point of reparations claimed. Note that colonial resources are more or less static whereas base resources are subject to exponential growth (~2% per year for most powers, ~3% for powers with Rapid Economic Growth, possibly an additional linear term if your nation has one of the two hidden growth modifiers in the nation files).
So basically outside of strategic concerns (ie cleaning enemy bases out of your homezone) colonies are objectively bad? It depends on your strategy.
Colonies in you home area - they do not increse colonial requirements but they are still less economic effective. They can be useful for some reasons however - airports, trying deny access to that zone to other nations Colonies outside your home area - they can be several reason to acquire that possession: - producing oil - Suez, Panama - strategic shortcuts - to get base in some area, especially at area when other nation has home area - to get base in area that you use to sail through - to deny access to enemy power in that area
However by economic point of view reparations are always better
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Post by jishmael on Aug 7, 2019 15:20:07 GMT -6
So basically outside of strategic concerns (ie cleaning enemy bases out of your homezone) colonies are objectively bad? It depends on your strategy.
Colonies in you home area - they do not increse colonial requirements but they are still less economic effective. They can be useful for some reasons however - airports, trying deny access to that zone to other nations Colonies outside your home area - they can be several reason to acquire that possession: - producing oil - Suez, Panama - strategic shortcuts - to get base in some area, especially at area when other nation has home area - to get base in area that you use to sail through - to deny access to enemy power inĀ that area
However by economic point of view reparations are always better
Yeah as I said I do see the strategic value of certain colonies, and turning your home zone into a deathtrap of overlapping air bases is always nice. Panama and Suez I see the value of too, but to me personally everything else is always more of a liability then an asset
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pcasey
Junior Member
Posts: 58
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Post by pcasey on Aug 7, 2019 16:05:12 GMT -6
Not sure if somebody else mentioned this or not, but it can be a good idea to build a couple of fast, overgunned, lightly armored battlecruisers around 1920.
They will end up being good candidates for conversion into CV as soon as conversions are researched and you'll end up with a more useful carrier that way than if you try to convert a more rational BC design (which presumptively would have more weight allocated to armor and hence less room for aircraft post conversion).
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Post by JagdFlanker on Aug 7, 2019 16:27:30 GMT -6
tip i recently discovered - all drop down menus in the game (like in the ship design screen, or in battles when you right click for status screen on a task force) can be changed by hovering the mouse pointer over it and using the rollerball to change the numbers/options
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Roumba
Junior Member
Posts: 88
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Post by Roumba on Aug 7, 2019 16:32:44 GMT -6
You can also click once and then use the arrow keys.
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Post by jishmael on Aug 8, 2019 0:59:58 GMT -6
Tip from me: scrap every capital ship and at a certain point even CL that's outdated and you're not refitting as soon as you got the replacement class working up. The battle creator really favors older ships it seems.
So if you've got 10 bc, 6 of them up to current standards, 2 brand new and 2 old ones, for a lot of engagements you're gonna end up with your 2 old husks and almost never the new ones.
Since I started scrapping much more aggressively my newer ships finally saw battletime and even though tonnage suffers, unless you desperately need the hulls for blockade issues, its pretty much always worth it on a tactical level, economic benefits aside
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Post by Enderminion on Aug 10, 2019 23:55:47 GMT -6
Tip from me: scrap every capital ship and at a certain point even CL that's outdated and you're not refitting as soon as you got the replacement class working up. The battle creator really favors older ships it seems. So if you've got 10 bc, 6 of them up to current standards, 2 brand new and 2 old ones, for a lot of engagements you're gonna end up with your 2 old husks and almost never the new ones. Since I started scrapping much more aggressively my newer ships finally saw battletime and even though tonnage suffers, unless you desperately need the hulls for blockade issues, its pretty much always worth it on a tactical level, economic benefits aside On the other hand I tend to toss old ships in minor theaters such that battles in Important areas only have the new ships to draw on
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Post by noshurviverse on Aug 11, 2019 9:13:16 GMT -6
Not sure if somebody else mentioned this or not, but it can be a good idea to build a couple of fast, overgunned, lightly armored battlecruisers around 1920. They will end up being good candidates for conversion into CV as soon as conversions are researched and you'll end up with a more useful carrier that way than if you try to convert a more rational BC design (which presumptively would have more weight allocated to armor and hence less room for aircraft post conversion). I tend to make these ships more in the 1902-1905 timeframe. Early game they work well in their own role and can nicely back up the battle line, then once BBs become common they can become raiders or be kicked out to the colonies.
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Post by JagdFlanker on Aug 14, 2019 17:04:02 GMT -6
since i'v played the game so much over time i'v evolved a pretty organized system as for what i build at any given time
note i always play on very large fleets
my system is centered around the cost of building a single current capital ship - B/BB/CV i try to build groups (or at least pairs) of capital ships at the same time so they launch at about the same time, and after the batch launches but before i start my next capital ship batch i usually build a batch of whatever other ships i need to build all at once
i build DDs in groups of 12 (24-36 the usual run), and generally one group of 12 costs about the same as a single capital ship
a batch of capital ships, a new run of DDs, then a batch of capital ships, next a batch of newer MS the next, etc
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Post by jishmael on Aug 15, 2019 10:46:50 GMT -6
Tip from me: scrap every capital ship and at a certain point even CL that's outdated and you're not refitting as soon as you got the replacement class working up. The battle creator really favors older ships it seems. So if you've got 10 bc, 6 of them up to current standards, 2 brand new and 2 old ones, for a lot of engagements you're gonna end up with your 2 old husks and almost never the new ones. Since I started scrapping much more aggressively my newer ships finally saw battletime and even though tonnage suffers, unless you desperately need the hulls for blockade issues, its pretty much always worth it on a tactical level, economic benefits aside On the other hand I tend to toss old ships in minor theaters such that battles in Important areas only have the new ships to draw on I've found that doing that is A expensive B carries a high risk of loosing vp and prestige if the enemy fleet decides to waltz in, cause they either die or I have to decline battles, so I don't bother and scrap them instead. 2-3 scrapped capitals can often finance a new tech bought from another nation by the scrap value alone, or give me a few more months in the red, maximizing NY construction abilities.
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euchrejack
Full Member
Don't feed the Trolls. They just get bigger and more numerous.
Posts: 139
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Post by euchrejack on Aug 15, 2019 11:15:25 GMT -6
On a related note, old capital ships should always be refit (or scrapped) to avoid the extra costs that dreaded "O" brings. And especially on foreign ports, as that cost is even more. Just slap on a better firing control and the upgrade is 4 months.
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Post by blackvoid on Aug 29, 2019 15:57:52 GMT -6
all my "O"s have same maintenance as not obsolete ones (same class). I just looked yesterday as my DDs were ageing in batches of 4.
That's most likely FS is making the maintenance cost skyrocket.
BTW, does anyone know how to grant colonies independence on your own volition? There are some colonies with no benefits whatsoever, except triggering a passing enemy CA battle with my FS rustbuckets.
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