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Post by oldpop2000 on May 6, 2016 22:09:41 GMT -6
It's pretty funny that you think a war with Russia is implausible when you're playing with a navy built by the non-existent CSA. :-) ...... I don't think it is so strange, Czar Alexander II helped Lincoln cut off the south from the sea. He ordered the Russian Atlantic and Pacific Fleets to cover both coast lines and stop the British and French Navies from helping the Confederate Army. On the day of the Emancipation Proclamation, two weeks earlier the Russian Atlantic Fleet had arrived in New York. Alexander had freed the Serfs, not exactly slaves but the concept was not lost on Lincoln. So, it isn't beyond the realm of possibility. If the CSA had won the war despite the Russian help, I don't think the CSA would be very happy with the Russians, who might continue to help the North.
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Post by thatzenoguy on May 6, 2016 23:20:01 GMT -6
Just to note, there are 3 more questions on the last post of page 1.
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Post by oldpop2000 on May 7, 2016 7:56:31 GMT -6
Some more questions... 13: how do you start fires? What is the chance? What do fires even do? 14: What is the difference between Long and Extreme range? 15: How come when I defeat Italy (as Austria), they occasionally lose the war, but give me absolutely NOTHING...? 13. A warship is full of flammable items from wooden furniture to powder for guns, paint on the ship itself which was oil based etc. The chances are excellent that a fire will start once you get hit by small to medium caliber shells that are usually not armor piercing. Fires generate heat and that can set off ammunition stored in lockers near smaller caliber guns, disrupt movement along the passages inside and outside the ship. It can force the abandonment of certain areas of the ship that are either on fire or near the fire. This could be damage control areas, fire control stations, the bridge etc. 14. I don't know how RTW defines the different ranges. My guess is that 10,000 miles is consider long range and anything higher is extreme. 15. You might not get something every time you defeat an enemy in a war. First, they have to have something to give, and second, the terms of the peace treaty might not spell out anything gain in territory or ships. If your negotiators were just glad to end the war with no losses on their side, why upset the other guy by taking property. Hopefully one of the team or other members with more inside information will make due corrections but this bit might help.
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Post by director on May 7, 2016 10:40:53 GMT -6
You shooting High-Explosive (HE) shells into an enemy can cause a fire. Not sure what the % chances are, or if AP can do it (I doubt it). Fires damage the ship and make it almost impossible for the ship to fire at you (the crew is busy with the fire). I have seen fires so out of control a ship sinks... if you have a fire the best thing you can do is get out of range of the enemy, slow down and hope the crew can handle it. Like a lot of advice in RtW, that is easier to say than do.
The difference in all the 'range' categories is how long your ship can stay in a sea-zone where you have no ports without running out of fuel. In addition, short-ranged ships are not able to move to another sea-zone once war breaks out and they count for only 70% if you use them to fulfill colonial requirements. I do not know if there is a hard-coded number of months for each range or just a possibility of running out.
If you aren't offered colonial possessions in the peace it is because they don't have any. If you have, say, 4 points and their possession requires 10 then you can't take it. Ships are (rarely) handed over only if you collapse their government. If you don't get (or decide not to take) colonial possessions then you will receive some money.
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Post by jwsmith26 on May 7, 2016 11:16:01 GMT -6
13. In game terms, I believe that fires reduce your superstructure value in much the same way that leaks slowly reduce your flotation value. Fires have a rating from level 1 to level 4 with 4 being the worst and probably causing much more damage than a level 1. I've never had one of my own ships sink due to fire but then I've had surprisingly few fires on my own ships. However, I have managed to haul ships safely back to port with 100% superstructure damage so I think it may be possible to survive even catastrophic fires unless they start eating away at flotation level. I don't know if they do this.
I have seen many fires on enemy ships and I use a fire as one more indication that the enemy ship is probably done for (especially if it is also dead in the water). However, it's impossible to know how much the fire has contributed to the sinking of an enemy ship.
BTW, as director indicates, their ability to fire their weapons while on fire is substantially reduced, but that doesn't necessarily mean they're not still dangerous. I have had the pleasure of being torpedoed by an enemy battleship that was dead in the water and on fire.
15. I'll just add here that you can only gain one enemy ship as reparations after a war concludes but the same is not true in reverse. I fought a war playing as the US against the Germans and lost the war when I foolishly sent a revolutionary into Germany. The revolutionary affected the United States and my contentment level dropped from 2 to 10 within 4 months and then my government collapsed. (Moral: throw the bums in jail) After the war Germany was awarded 4 of my best dreadnoughts as reparations! Now that was a painful loss.
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Post by oldpop2000 on May 7, 2016 11:28:51 GMT -6
Another bit of advise, if the ship is taking on water, a bulkhead has burst, get out of the area as fast as you can and slow down considerably. It reduces flooding and might keep the ship afloat much longer. That is easier said than done, BTW
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Post by flyingtoaster on May 8, 2016 10:31:50 GMT -6
I have seen enemy ships listed as 'abandoned due to out of control fire' a few times in the post-battle log.
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Post by jwsmith26 on May 8, 2016 15:36:10 GMT -6
The other way to improve your hit rate is to train your crew, either by actually training them or by using them in battle. The only way to achieve the highest crew efficiency, "elite" crew status, is via combat. Improving the crew also has other advantages such as improved damage repair rates. Unfortunately, your crew efficiency takes a hit when you rebuild a ship. I just had a fleet-wide gunnery contest event that I accepted. The event improved three of my ship's crews from "good" to "elite" status, so I was wrong when I said that elite status only happens via combat. The event also improved several other crews. It's a very beneficial event. I've also noticed that elite status is not permanent. Unless the ship is undergoing training or actively involved in combat its elite crew status will drop down to good after a few months.
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Post by thatzenoguy on May 9, 2016 3:48:26 GMT -6
Is there a point to making LOTS of ships?
I have found that in fleet battles, both sides are more or less even.
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Post by director on May 9, 2016 6:02:42 GMT -6
The old problem of 'quality' versus 'quantity'. You will find that having the best ships and tech counts for more than having the most hulls in the water. But to have power in overseas zones, or to keep having power after a battle damages or sinks some of your ships, or while you refit your ships, then quantity comes in handy. It can be hard to effectively maneuver a big fleet, especially so in the early years. But I've never gone into a battle and thought I had too many ships.
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chz
Junior Member
Posts: 83
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Post by chz on May 9, 2016 9:01:03 GMT -6
The game doesn't seem compelled to match fleets if you're quite outnumbered. Fighting Germany as Russia tends to be problematic that way, since you usually have half your fleet at the other end of the Earth to guard against the inevitable Japanese strike. It gleefully pops my two pre-dreads and two BCs (*all* my capital ships) against the entire HSF. Thankfully, I know I can't meet them on even terms and built for speeeeeed.
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Post by jwsmith26 on May 9, 2016 11:30:21 GMT -6
Is there a point to making LOTS of ships? I have found that in fleet battles, both sides are more or less even. In my experience fleet battles involve the deployment of every warship that is in the region for both the player and the AI fleets (this is what the manual indicates as well). If you have found the sides more or less even in fleet battles then it is because the two fleets present in the region happen to be evenly matched. But if you have only 4 capital ships in the region and the AI has 15 capital ships then you're going to get a very uneven fleet battle (and speed will be your friend). In battleship battles the AI does attempt to create relatively even matches. I've never seen one side have a superiority of more than 2 capital ships in these battles (although admittedly, when you only get 2 capital ships deployed and the AI ends up with 4 that can be a bit dicey). BTW, this is not true for cruiser battles, which can be wildly uneven. Other battles types can also end up with a lot of capital ships deployed on each side. The "battle size" is a pretty good indicator of whether capital ships will be deployed. This number ranges between 0 and 2 (or is it 3?). If the battle size is 0 or 1 you're likely to see capital ships in the battle.
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Post by thatzenoguy on May 9, 2016 22:08:07 GMT -6
Huh, interesting, I'll need to look out for the battle size.
What are your tips, as Austria Hungary?
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chz
Junior Member
Posts: 83
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Post by chz on May 10, 2016 4:00:11 GMT -6
As AH, you can abuse your lack of colonies and build exclusively short range ships to begin with. You may or may not decide on cramped accommodation as well. I've found it makes little difference to crew quality when you're in your own back yard. You're bound to end up with Italy at your neck, so it's debatable whether to focus on armour or speed to begin with. Italy's guns are as crummy as your own, so armour pays off well. But then you might end up battling France and you want speed to run away. Speed is certainly more versatile, but armour can seriously whump the Italians.
At any rate, your Bs and BBs are there to prevent a blockade primarily. You want lots of fast (long-range) CL raiders and submarines to choke anyone who dares strike you. Beat the Germans that way - they had no way to project power on me and I destroyed their commerce. Despite its reputation, AH is definitely an easier time than Italy or Russia. Personally, I think Russia is the game's "Hard Mode", but others have better luck.
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Post by director on May 10, 2016 14:25:58 GMT -6
Or just spam AMCs with reliable engines.
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