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Post by Deleted on Nov 10, 2015 10:07:46 GMT -6
Finally bought the game! played for ~10 hours with great fun. My first question is, when I win a war, should I generally pick possessions, or decline that to get a base resource gain? Put more bluntly in which way is better for my naval budget... do more possessions translate to higher naval budgets? I have been taking possessions using all the value points in the victory, but now I wonder if it's better to just take a possession if it has oil, and leave the rest alone.
Another question about efficient shipbuilding. Britain has it (EfficientShipbuildingIndustry=1). For other nations, as more and more ships are built, can they acquire this status as well, or will this value remain constant throughout the game?
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Post by elouda on Nov 10, 2015 11:28:20 GMT -6
Finally bought the game! played for ~10 hours with great fun. My first question is, when I win a war, should I generally pick possessions, or decline that to get a base resource gain? Put more bluntly in which way is better for my naval budget... do more possessions translate to higher naval budgets? I have been taking possessions using all the value points in the victory, but now I wonder if it's better to just take a possession if it has oil, and leave the rest alone. Another question about efficient shipbuilding. Britain has it (EfficientShipbuildingIndustry=1). For other nations, as more and more ships are built, can they acquire this status as well, or will this value remain constant throughout the game? Welcome aboard! More posessions do seem to translate to more resources, but I am unsure of which is the more efficient route to take. I tend to take posessions only in areas I already have others in, to consolidate control, and only take oil posessions outside of that. I have never seen a nations without efficient shipbuilding gain it, though I have seen nations with the undeveloped shipbuilding one loose it - though the exact trigger remains a little unclear (I think its dock size and/or date, but not sure).
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Post by cwemyss on Nov 10, 2015 11:41:55 GMT -6
I actually do the opposite on possession grabs. If I have the option, I try to take something in an area where I don't have a presence, in order to give me better basing options in the next war.
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Post by ccip on Nov 10, 2015 14:12:06 GMT -6
I think one thing that this decision partly depends on is the nation you're playing - if you're a small nation, I'd be cautious grabbing possessions in distant areas, especially early in the game, because you might have trouble defending them. For some of the nations, especially if you're playing with historical resources, your odds of winning a war often depend on being able to keep your relatively small fleet tightly concentrated against a stronger opponent (Japan vs. Russia is a classic example). But for a first-rate or even near-first-rate naval power like France or Germany, you do usually have more to gain by grabbing colonial possessions and building up presence abroad.
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Post by Deleted on Nov 10, 2015 15:53:04 GMT -6
Thanks for your replies! I guess I'm not really sure what exactly possessions do. The manual states that victory value points, if you don't use them, will yield a small budget gain. So it seems the manual implies that not taking possessions in a victory is better for your budget.
(pg. 13 When you win possessions, you will be presented with a list of enemy possessions to choose from, and the number of value points you can select. Unused points will gain a small increase in your base resources instead. You can even decline to take any possessions and be satisfied with the base resource gain.)
But again from page 5, "The possession value is used when calculating the budget effect of acquiring or losing possessions. The budget effect of possessions is relatively limited compared to the rest of income." So it seems possessions do have an effect, albeit small.
What I get from this: Both victory points and gaining possessions yield budget increases. Then... which one is more?
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Post by captaincoxwaggle on Nov 11, 2015 22:33:50 GMT -6
I have been using all the vps in order to grab possessions and have been able to (eventually) match the Naval budgets of the UK and the US post-game playing with historical resources so don't be afraid to grab possessions you want as they will provide you with resources.
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Post by Deleted on Nov 12, 2015 8:27:48 GMT -6
I have been using all the vps in order to grab possessions and have been able to (eventually) match the Naval budgets of the UK and the US post-game playing with historical resources so don't be afraid to grab possessions you want as they will provide you with resources. woh that is impressive. Japan really didn't have much to begin with. I guess it's to fight as many wars and win as many as possible? I'm still playing as US atm to learn the game.
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Post by Deleted on Nov 14, 2015 20:47:20 GMT -6
Another rather basic question but I can't make clear. On the strategic map details window, what does the number in parenthesis behind the ship list mean? i.e. in picture below France ships: 1 BC, 1 CA, 3 DD (18) <---- meaning of the 18? I'd guess that it stands for ship strength, and in war time it'd determine if ground forces launch attacks. However, in the picture above, USA has a large ship list so very strong, but no numbers follow it?
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Post by tbr on Nov 15, 2015 2:08:21 GMT -6
Who are you playing and with whom are you at war? Thoes numbers are effective "strength" in theater, they determine who blockades whom in home theaters and who can invade in "colony" theaters. MS are 0, DD's are 1, CL's 3 etc. I have seen the AI actually "game" this (as nations did in RL) by building slow CA's classified as battleships to prop up fleet strength...
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Post by gornik on Nov 15, 2015 11:18:00 GMT -6
I'd guess that it stands for ship strength, and in war time it'd determine if ground forces launch attacks. However, in the picture above, USA has a large ship list so very strong, but no numbers follow it? As I can see in my games, no number after ship list may mean: - Ships in the list are assigned to raider duty, seem that they don't count in battle strength. - Ships may be in repair/rebuild or in reserve/mothballed (in home areas). - These ships are somewhere else, their intelligence fools you. All those factors may be combined
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Post by Deleted on Nov 15, 2015 14:33:55 GMT -6
Who are you playing and with whom are you at war? Thoes numbers are effective "strength" in theater, they determine who blockades whom in home theaters and who can invade in "colony" theaters. MS are 0, DD's are 1, CL's 3 etc. I have seen the AI actually "game" this (as nations did in RL) by building slow CA's classified as battleships to prop up fleet strength... I'd guess that it stands for ship strength, and in war time it'd determine if ground forces launch attacks. However, in the picture above, USA has a large ship list so very strong, but no numbers follow it? As I can see in my games, no number after ship list may mean: - Ships in the list are assigned to raider duty, seem that they don't count in battle strength. - Ships may be in repair/rebuild or in reserve/mothballed (in home areas). - These ships are somewhere else, their intelligence fools you. All those factors may be combined Good infos thank you gents! I guess if a blockade happens I can use these numbers to see why it's happening. So... we know the force ratio for a blockade to happen, but what about colony invasion? What force ratio is needed to trigger one? It is a very good way to earn possessions. Otoh if I want to keep a minimum strength in a map area, but not trigger an enemy invasion, what minimum force ratio do I need to maintain? (In the picture it is peace time and I am playing Germany and experimenting with using large MSes as tonnage fillers on foreign stations. I find it rather convenient. When war time comes I send cruisers and DDs there and put the MSes on coastal patrol, one stone two birds!..)
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Post by tbr on Nov 15, 2015 17:35:29 GMT -6
The force ratio for invasion is 4:1, that is you need more than four times as many points as the enemy (in the manual somewhere). But that force ratio only allows for the RNG to run, it does not ensure you get an invasion roll. Since the latest update coastal batteries are supposed to influence this calculation but our host did not elaborate.
In my first games I also used large MSes as colonial gunboats. But the problem is that they do not even count as much as a DD for the "force points" and cannot mount torpedoes. In the end the small "colonial cruiser" seems to me to be the better alternative, especially late game with the approbriate techs.
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Post by Deleted on Nov 15, 2015 19:18:53 GMT -6
Thanks tbr. I searched the v1.22 manual but no avail. Turns out it is in v1.11 manual. The 1.22 manual deleted the paragraph, hmmm...
"Possessions may be invaded during war if one side has a great force preponderance in the area (at least 4 to 1). This is handled randomly as invasions are decided by the Army. After the initial invasion, the development of fighting in the possession will be heavily influenced by naval presence in the area." (on page 5)
Next time I'm sending capital ships to the hot zones if blockade force ratio can be maintained in home area. Good stuff...
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Post by JagdFlanker on Nov 15, 2015 20:59:32 GMT -6
i find my initial Bx builds are perfect to use for colony invasions since i build a pile of them at game start and it's difficult to build any modern capital ships for use outside your main battle fleet as the game progresses. i never retire any of my Bx builds for that reason - i just keep overhauling them between every war with the latest same barrel they already have and the best fire control and throw them on my colonies to max my chances of invasion this is my standard first build - no matter what country i play i transfer this design from my last game, rename it, and build as many as i can in france/UK shipyards i always put reliable engines on my BBs because they are too valuable during war to get 'engine trouble'. likewise i always use 'speed' engines on my DDs since i always got lots and one or 2 going down isn't a big deal these are also amazing for killing raiders (they'r like free VP earners)
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Post by Deleted on Nov 15, 2015 21:56:17 GMT -6
Pretty good looking ship too you have there JagdFlanker!
On killing raiders, I built some modern CAs (heavy cruisers) hoping to use them as multi-role ship, one of them killing raiders. However the game still picks my CLs into these 1 on 1s and sometimes the AI uses CA as raiders and my CL had to run. I also hoped to use them as scout division in capital ship engagements but sometimes the game engine mix them with BCs into the same division. I hoped to use them as colony force but damn these things are not cheap! All in all should I say that CAs are not worth it mid-late game unless you're quite budget constraint?
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