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Post by dorn on May 22, 2023 23:32:38 GMT -6
They are considered as colonies and their economic value decline over years which is simulated in game. The reason for that is that there is increased movement for freedom of these nations as historically happened, so they get freedom or more funds are sunk into the status quo. Even if they do not get freedom they independence usually rose which means that colonial power has less and less advantages from them.
Main reasons for advantages of colonies through the centuries was common market with colonial power, giving colonial power access to raw resources and sometimes even luxury ones and ability to increase demand for domestic production but as time progress the trade become more free and this advantage slowly vanished.
Overall economy in RTW3 are simplified to maximum but still go quite realistic way to the basic history principles.
This game is about management of your navy, not put your flag around the globe (even if this is possible) as you are head of navy, not the state so all deep simulations are around navy and other things are in background.
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Post by dorn on May 22, 2023 13:20:37 GMT -6
Did you have some events about increasing budget before unrest risen so high?
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Post by dorn on May 22, 2023 12:23:24 GMT -6
So, I just got confronted by this popup...again and again and again. And, yes, I did ragequit a few times trying to get through a particularly tough battle, so that might have cause it. View AttachmentIt's most likely not a real bug, but my real question is: how do I get rid of it? Uncheck in preferences that.
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Post by dorn on May 22, 2023 10:29:16 GMT -6
Have you got save that we can look at it? The next time it occurs, I will exit in battle and give you the save. I'm sure it is overwritten right now You can save during the battle ....
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Post by dorn on May 22, 2023 9:50:37 GMT -6
The officers are taken from "invisible" pool as your navy has hundreds of officers on your ships ....
So if there is free place and there is not free officer after ending the turn, game provides additional officers from this "invisible" pool.
You are head of navy and certainly not have a power to decide personal things in the whole navy.
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Post by dorn on May 22, 2023 9:33:20 GMT -6
This is something that happened in RTW2 and it is very stupid, after a war end budget reduction can easily throw you into negative numbers without anything to do as the player. I do not think this is bad, however getting hit by a prestige removal is unnecessary. For example I just lost 5 prestige points due to ending of a war throwing my budget into negatives...as if it is my fault for winning the war. This is suggestion how I play but there can be other ways.
I usually have about 1/3 of yearly budget as reserve during peace and as war is imminent I start to blowing the budget if I do not have enough ships. But still during war I have some reserve for unexpected so after war ends I have usually at least 2 months reserve, enough to reorganize fleet, return to home and scrap, mothball or reserve the fleet.
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Post by dorn on May 22, 2023 9:29:35 GMT -6
They are more likely promoted if there is free higher post for them .... But I can't pass forward with a ship or division not being commanded by an officers. You certainly can and AI will choose officer on that place.
If you do not want to micromanage everything I would suggest to look only for most important post and the best and worst officers and let AI do the rest.
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Post by dorn on May 22, 2023 9:23:21 GMT -6
The manual says, officers usually are getting promoted after a couple of years in a rank - I got bunches of them in a range of 5 to 10 years and not a single one gets a promotion by the game. Instead I have to use my hard earned prestige points to reorganise my navy. Is it normal behavour?
Cheers!
They are more likely promoted if there is free higher post for them ....
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Post by dorn on May 22, 2023 9:20:48 GMT -6
So, potential bug, or me just being silly.
I have set up my carrier divisions like this: Carrier Flagship - > Independent Carrier Division -> Core Carrier Flagship Carrier Division 1 -> Core Carrier Division Carrier Division 2 -> Core carrier Division 1
Etc, daisy-chaining them.
This has led to carriers spawning in completely borked arrangements in battle, with no concern re: my division arrangements. Sometimes ships will be mixed between divisions, other times a different division will serve as flag. The highlight was this "Intelligence coup allowed us to ambush an enemy force!" battle, where my flag division was *two corvettes* and all of my carriers spawned as supporting those corvettes, which may be behavior as intended but it's not at all intuitive or reasonable.
How do I set a carrier division as the clear flag i.e. THE beginning of the daisy-chain and the flagship of my carrier forces? If there's a way to do it that works correctly, I haven't found it. For scouting forces, you can use the 'Scout Flag' role; but for carriers there is no "Carrier Flag" role that I can see.
Can't you set the lead carriers to the "Fleet Flag" role? You can with battleships. I don't think they're supposed to be independent. Right now independent works for them. Carriers are divided between main force and carrier force (if you have tech).
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Post by dorn on May 22, 2023 8:16:51 GMT -6
Graphical representation of ships in battle is intentionally larger that it should be according to the size. So even if you see ship is on top of each other it does not mean that they same position (ramming).
The reasons for that are just practical, so that player can see ships in some reasonable size.
I am aware, but I assume that they are still not supposed to spawn into the scenario on top of each other. It isn't a widespread issue, but there always seems to be a division overlaid on another during a large fleet action. It seems like the battle generator is erroneously assuming nothing is there, but in reality it has already placed a division there. Have you got save that we can look at it?
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Post by dorn on May 22, 2023 3:46:52 GMT -6
I agree battle generation needs some improvement. I have 40 hours in RTW3 now and here are my complain: 1. I do believe battle generator sometimes in favor of player and sometimes AI, but it seems that AI know exactly what ships will be spawned in the battle before they choose to accept the battle. When I have significant advantage over AI, they tend to reject most battles and accept the battle where I only have my weakest colonial CL and some DD. 2. There are way too many cruiser actions and too few battles between battleships or between CVs. Most of my budget goes to those captial ships but battle generator give me about one or two thrilling capital ship battle per year. 3. Sometimes battle generator give me ( and AI ) suicidal coastal bombardment and raiding mission where cruisers or battleships have to rush into enemy airfield without air support. After 1930, any mission near enemy airfield should have higher priority of CV escort. 4. Sometimes there is simply no battle generated at all. As Japan I had a war with France and a lot of ships of both side were in southeastern asia but somehow battle generator generated about 3~4 battles per year. 1. Both you and AI has inteligence what ships are in an area. It is not precise but usable enough. AI tends to be cautions as it was common. It is better to have fleet in being than no fleet. 2. There were quite few battles with big boys. In the whole ww1, there was only 1 battle that have substantial forces from both sides. In ww2 there were many more such battles and battle generator gives you more of them but still they will be not the most usual and it seems to me that they are more common with similar size of forces. In my experience in RTW3 are more big actions than was usual in history. 3. Time is on your side, you do not need to rush to your objective at full speed. Have your distance and dash at night. Nevertheless cruisers, destroyers operated in the Mediterranean even without air cover except really dire period. 4. Battles were not so common and RTW simulate such things that was in history. I will look at southeast Asia region in this case.
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Post by dorn on May 22, 2023 0:28:21 GMT -6
Graphical representation of ships in battle is intentionally larger that it should be according to the size. So even if you see ship is on top of each other it does not mean that they same position (ramming).
The reasons for that are just practical, so that player can see ships in some reasonable size.
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Post by dorn on May 22, 2023 0:25:29 GMT -6
All of the records on your ships indicate sinking two destroyers and damaging another, which is why I was wondering Hmmm, is there a range limit to misidentification? Because I got point blank to the vessel, so even if they thought it was a DD far away, it should be impossible to still think that at a hundred yards.
Regardless - this vessel sunk, whatever it was, because I got a prompt to detach and pick up survivors, which would be impossible for mere damage, inside or outside port, destroyer, or cruiser. Three ships sunk, of some type, somewhere, somehow. The post-battle stats must be wrong.
It can be in bad weather as mist or in night but I have not seen it during a daytime.
I would suggest that if something strange happen, includes saves to your post. Even after battle there is usually auto save which allows us to look into battle itself.
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Post by dorn on May 22, 2023 0:21:23 GMT -6
This is to simulate that it was impossible to design ships with triple turrets in A/Y position with very good torpedo protection as these triple turrets need more width which hull cannot provide. This is even reason for some ships having triple turrets in superimposed position over double turrets.
So you either need to switch A with B and X with Y or you need to have only level 1 torpedo protection.
This limit will diminished through the time.
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Post by dorn on May 21, 2023 23:35:44 GMT -6
Battle generator is designed to get different battles including some almost mission impossible. It simulates historical battles, different situations in which Admirals were fighting.
Bust most of the battles should be about equal, but not only numbers are accounted for, displacement is considered too.
If you have save when such one side battles are generated again and again, please provide it, we can look at it.
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