Where was I, again?
Oh right, Brit slapping. Also, this is the last chapter.
I do have the small issue that basiclly my whole fleet is obsolete, but sending them in to refit would probably be... problematic.
And 'ere we go again. Regarding battles, the british refused them all.
An event where they were looking for peace was met with my refusal, but it still went through.
Well, at least it is a victory to the USA. 4 points is not a lot, though. I'm taking Malta, if nothing else to have a base from where to slap Italy silly should it come to that. Germany takes Bermuda.
That monster dreadnought is stopped as it is eating a LOT of the budget. As it is, I'm still losing money monthly, but it is much more manageable. Oh right, I also need to stop the training.
I was about to say I forgot about Gibraltar, but as it turns out, it costs five points, one more than the ones I had. Everything is fine.
The refits begin with an overhauling of the aging Oklahomas. Their older guns are replaced by improved versions. It costs quite a bit, but I have some budget to work with and not worry too much about funds.
Reliable power training and elevation was researched in January 1918.
Good! One extra know for free on destroyers is always good to have.
And then this became a thing. Anyway, the battleships come out of refit, the cruisers go in.
Oh by the way, that BB I stopped once the budget came down? It's building again. Yeah, economy shot up like that.
A year passes with not much worth of note, apart from 1500t destroyers. Oh, and the battleship also got that extra knot event. While we've reached 1920, oil firing was not researched. Hmm.
We're at 1921 now. Not much happened, apart from Britain getting steadily asking for another spanking.
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And it is the reslappening!
First battle was one of those not really worth talking about. Second one almost saw the Arizona going under in the West Coast. Looks like I'll have to assign another battleship there to deter further raids. This gives the British a slight advantage in VP... which they promptly lose after I set a flash fire on one of their light cruisers.
Oh, and we're blockading each other. This is followed by another visit of their battlecruisers to the West Coast.
The Pacific and the American shellfire did not fall well with one of them, and it blew up from a turret flash fire.
Bye-bye! Sadly, I cannot get his friend. Still, the sinking gave me two prestige points, and eased my worries of having an exposed flank.
I swear it, my troops didn't know it was British soil, but once they learned of it, well, there were already there, might as well do somehting while there. The barkeepers are making a killing from all the Devil Dogs looking for booze.
Next battle, a big engagement near the cliffs of Dover... well, more or less. British battlecruisers manage to sink my armoured cruiser, Pueblo.
Suffice to say, the rest of the fleet does not take that well. A lone British BB is cut off from their cruisers and...
Yup, flash fire. Again. By this time, the Battlecruisers turned to port, and as night fell, my battlelike made them hut the coast and run like maniacs. Caught in knife fight range, the battleship New Jersey takes a torpedo, but managed to control the flooding. While the battlecruisers escape, a light cruiser who lagged behind was not so lucky.
The price was the same as usual. Ship blows up! Still, it was already sinking, so I guess it only counts as half a detonation?
Something is really wrong with their bloody ships today. Maybe they were packing nitroglycerin as propellant?
Though I loss one of my latest armoured cruisers and three destroyers, the numbers add up against the british, and I get two more prestige.
My invasion of Trinidad ends after the British get lucky and are allowed to bring a BC into a convoy defense mission. Though I accomplished the given mission, it seemed that losing one single destroyer was enough to ruin the whole shebang.
And then the game gives me a single destroyer in British home waters. Nope, not fighting this one.
Britain, doing it wrong!
Meanwhile, Grand Bahama and Newfoundland are invaded. The war ends before Newfoundland could be taken, but Grand Bahama is American territory now. During the last battle for this territory, scout cruiser Chicago suffered a flash fire and was lost with all hands. Sadly, my predreadnoughts could not fit enough lead into the enemy battlecruiser to sink it before night fell. As usual, the British are very good at one thing: running for their lives.
Yup, the British folded. Again. Once again, I have 4 points, which I use to claim Newfoundland.
The rest of the game goes on a breeze. Budget increases, other countries get pissy at me, I cheerfully ignore them, and suddenly 1925 is over.
And in the middle of all this, I never got oil firing.
I'll be honest, I didn't like this game. While I could do all I wanted with the budget available, the end result was like using a cheat code giving infinite money in a videogame: things don't have the same feeling.
The feeling of achievement, that one had to make 'hard' choices between one option or another, knowing it would have at least short-medium term consequences just... wasn't there.
That being said there's one last playthough I'll make, and that one is going to be with the nation that I learned to love playing, no matter how painful it became at times. After that, I promise I will bother you no more... at least until RTW2 comes out.