|
Post by Fredrik W on Oct 28, 2014 13:49:37 GMT -6
Rule the Waves will be a development of the SAI system where the player will control the naval program of a major power from 1900 to 1920 or so. The player will design and build the ships of his navy within the limits of the naval budget, and also have some influence on foreign policy. Interaction with other nations will be simulated with tension levels, which will be affected by foreign policy events and to some extent player decisions. Eventually, when tension gets high enough, a war will break out and the resulting naval battles will be fought out in SAI using the ships the player has designed.
RtW includes research, which will affect design of new ship classes. The player starts with a predreadnought fleet and will then eventually through research be able to build more and more modern ships. But the Kaiser or the erratic naval secretary must be kept happy, and you never know when you need to send a cruiser squadron to the colonies to avert a crisis(or provoke it, if that is in your interest).
RtW is still under development, in early testing, and there is no fixed date for release.
However, I thought I should post some screenshots of the campaign screens. Note that these are of course subject to change.
Playing Austria with ships under construction. Tension bars to the right. Austria has a treaty with Germany.
An event needs a response.
Research view.
|
|
lixma
New Member
Posts: 43
|
Post by lixma on Oct 28, 2014 20:11:14 GMT -6
Very interesting.
Will this be a separate module in the same way the SAI campaign is 'separate' to basic SAI? Or is it all built into the existing campaign module?
|
|
|
Post by fredsanford on Oct 29, 2014 5:52:39 GMT -6
When war breaks out, is it assumed to be WW1, or could there be multiple smaller wars before, after, or in lieu of the "big one"?
Are submarines going to be the same as currently used? Or would designing a navy to fight a sub-heavy economic war be a valid option for say, Germany?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 29, 2014 7:34:14 GMT -6
looking good sir.
|
|
|
Post by Fredrik W on Oct 29, 2014 10:16:43 GMT -6
Very interesting. Will this be a separate module in the same way the SAI campaign is 'separate' to basic SAI? Or is it all built into the existing campaign module? It will in all likelihood be a separate stand alone simulation, but using a lot of the SAI combat model.
|
|
|
Post by Fredrik W on Oct 29, 2014 10:21:23 GMT -6
When war breaks out, is it assumed to be WW1, or could there be multiple smaller wars before, after, or in lieu of the "big one"? There will not be one preordained big war, but rather mostly one on one smaller wars, but much of that is still under development. Are submarines going to be the same as currently used? Or would designing a navy to fight a sub-heavy economic war be a valid option for say, Germany? The focus will be on surface ships. Submarines will be represented much as in SAI campaigns, with the focus on fleet support and the trade war abstracted. The player can develop submarines and decide how many to build.
|
|
|
Post by republic on Oct 30, 2014 7:46:34 GMT -6
This is exactly the sort of thing I've been looking for, I can't wait to see how it turns out!
|
|
|
Post by dickturpin on Oct 31, 2014 4:49:25 GMT -6
Thank you for the update. I have a few short queries please: - - Will non player powers follow historical paths?
- Would it be possible for the player to use historical designs (or modified historical designs) to avoid designing freak ships?
- Will it be possible to update Design Ship within the context of the new game to reduce some of the limitations (e.g. superfiring 8" American guns e.t.c.)?
|
|
|
Post by Fredrik W on Oct 31, 2014 8:09:27 GMT -6
RTW will use an updated version of the designship program for designing ships. The player (and the non-player nations) will be limited by technology as well as other parameters on what ships it will be possible to design, but other than that the player will be relatively free to design his ships. There will be constraints so that it should be possible to build alternate designs, but not freak designs.
The enemy nations will follow roughly historical paths for that nation, each nation will have a design preference (speed, heavy guns, protection) that will influence that nations designs, but the resulting ships need not be exactly like their historical counterparts.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 31, 2014 21:13:49 GMT -6
Hi Fredrik,
If i can trouble you with 3 questions that came to me...
1 is how will campaign victory be decided? Is it by victory points, timer runs out, player conquers all nations, or some other parameter(s)? 2 is, will tactical victories translate to any strategical advantage, like say, better morale, more commercial shipping etc? 3 is kinda general i guess, how much modding will be available in RtW? one thing I like about SAI is it's quite moddable and am hopeful that it continues.
|
|
|
Post by Fredrik W on Nov 1, 2014 11:29:13 GMT -6
1. Victory in RtW will be judged by player prestige, which depends on peacetime issues (mainly event responses) and victory or defeat in the wars that will occur. The player has the role of Grand Admiral or First Sea Lord or the equivalent.
2. Victories in battles will lead to victory in the wars which will lead to increased resources etc, but the details of that is not completely hashed out yet. Possibly losing nations will be saddled with Versailles treaty style restrictions.
3. The aim is that RtW should be as moddable as SAI. I always try to make all game files easily readable and in text format to facilitate modding. One area that will be easily modded in RtW for example will be the nations. It should be possible to add or swap out any nation for other nations, for example it would be fun to have a 1900 CSA in the game, or a reinvigorated Ming China, or Ottoman empire.
|
|
Matto
Junior Member
Posts: 56
|
Post by Matto on Nov 1, 2014 12:38:09 GMT -6
Great news, going study answers...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 1, 2014 13:36:15 GMT -6
1. Victory in RtW will be judged by player prestige, which depends on peacetime issues (mainly event responses) and victory or defeat in the wars that will occur. The player has the role of Grand Admiral or First Sea Lord or the equivalent. 2. Victories in battles will lead to victory in the wars which will lead to increased resources etc, but the details of that is not completely hashed out yet. Possibly losing nations will be saddled with Versailles treaty style restrictions. 3. The aim is that RtW should be as moddable as SAI. I always try to make all game files easily readable and in text format to facilitate modding. One area that will be easily modded in RtW for example will be the nations. It should be possible to add or swap out any nation for other nations, for example it would be fun to have a 1900 CSA in the game, or a reinvigorated Ming China, or Ottoman empire. Thanks for the answers Fredrik, count me in as a fan. wish RtW good luck and success!
|
|
Matto
Junior Member
Posts: 56
|
Post by Matto on Nov 1, 2014 13:44:08 GMT -6
... and now I have my own questions: How it will be with time, one/two/four weeks like in SAI campaigns ... no actions when peace and standard actions when at war? Will be able change alliances, create new etc? Should we help with some tests? )
|
|
Matto
Junior Member
Posts: 56
|
Post by Matto on Nov 1, 2014 14:01:32 GMT -6
Btw it looks like my dream ... be possible create my own fleet according new research and use it in war ... and I love SAI system, playing it long time again and again, so it would be great combination.
I will start with Austrian Navy ... it is close to my hart
|
|