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Post by fredsanford on Mar 23, 2018 11:39:58 GMT -6
Tactical hint: Going at max speed tends to make the formations fall apart. I think the AI of the trailing divisions sees they are out of position, and calculates that they are unable to catch up, so they start acting independently. If you set your fleet speed to 18-19 knots (since the slowest are 20kt), your divisions will keep station better.
Good job on the victory. Are you getting close to the VP's needed to win?
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Post by fredsanford on Mar 21, 2018 17:29:14 GMT -6
In 1912 you should be able to build a much more capable ship than the rebuild. Within a few years (really you're already there), a B is a deathtrap when facing an up-to-date opponent. That 8" belt and 2" turret top is highly vulnerable, and old hulls don't withstand flooding as well as newer construction, even if bulged (bulging doesn't give you better internal subdivision).
Historically, the only times countries did rebuilds that extensive is when they were forbidden by treaty to build newer ships, or they were extremely tight on money and had to take the suboptimal route.
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Post by fredsanford on Mar 20, 2018 14:33:59 GMT -6
Shift+click is correct.
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Post by fredsanford on Mar 19, 2018 6:46:30 GMT -6
It's not supposed to be ALL AI controlled. The game assumes you'll be the force commander, at least.
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Post by fredsanford on Mar 6, 2018 23:21:20 GMT -6
I didn't say it was "the deciding factor". I said it was A factor. It's a marginal effect, an extra % or two.
Even the statement "It's the service that presents the best geostrategic rationale for its budget requirements" isn't necessarily true IMO. Look at the late '40s- early 50s: the USAF convinced the Truman administration that nuclear bombers were the only thing that mattered, the USS United States got cancelled, and the revolt of the admirals took place. Then people realized the *maybe* nuclear weapons weren't all that usable for all crises. In the long run, you may be correct, but there's a lot of "noise" to overcome.
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Post by fredsanford on Mar 6, 2018 23:04:37 GMT -6
Why not? Surely you don't think government budgets are purely rational documents? Having political "juice" certainly matters IMO.
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Post by fredsanford on Mar 6, 2018 22:53:39 GMT -6
Btw, prestige has budget implications. Higher prestige = more political capital to get funding.
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Post by fredsanford on Mar 6, 2018 22:34:33 GMT -6
Taking a quick look at Wikipedia, the Italian Navy of 1900 consisted of: 3 B (Re Umberto class) + 4 B under construction (2 Ammiraglio di Saint Bon + 2 Regina Margherita class), along with 6 older ironclad battleships of negligible value (the Re Umberto's are pretty iffy, too). 3 CA (1 Marco Polo and 2 Vettor Pisani) + 3 Giuseppe Garibaldi under construction 13 CL + 1 CL under construction 14 "torpedo cruisers" that would be hard to duplicate in RTW. About 10 DD under construction
If you are attempting a "realistic" Italian navy, I suggest you take a look at how @slim did his US navy AAR- basically he attempted to design and produce a replica US navy to the extent the game makes possible.
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Post by fredsanford on Mar 6, 2018 21:52:38 GMT -6
A Small fleet size game with a third-rate naval power's budget! You're going to have an odd game. No, actually it will be a realistic game for that period for Italy. That was the goal of my game playing. You are misinterpreting what "small fleet" means in the game. Small fleet just scales down everyone's navy and budgets- take a look at the Royal Navy in your game, it will be tiny compared to reality. If you wanted to replicate what Italy was able to deploy in real life from 1900-1925, Very Large fleet with historical budgets would come closest, but still smaller that the real thing.
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Post by fredsanford on Mar 3, 2018 20:30:46 GMT -6
Steam ruptures ain't pretty, and cooking the engine room crew is bad for morale. As a former submarine Electrician who worked in the engine room, can confirm that steam line ruptures are bad for morale. Spreading some knowledge over on Reddit too, eh? I'm /u/GarbledComms over there.
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Post by fredsanford on Mar 3, 2018 18:51:35 GMT -6
I was a machinist's mate (engine room operator/maintenance), and feed water contamination is a very big deal. If the minerals from the seawater scale the boiler tubes or the steam piping unevenly (and they will), you will get localized spots where the heat transfer through the tubing or piping walls in uneven compared to neighboring locations. This results in unequal thermal expansion of the piping/tubing material, leading to unacceptably high internal stresses, leading to catastrophic failure. Steam ruptures ain't pretty, and cooking the engine room crew is bad for morale.
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Post by fredsanford on Mar 2, 2018 22:56:07 GMT -6
The modifiers/advantages are either in effect fleet-wide or not, depending on whether you've been paying for it for at least 12 months. It's a yes/no thing.
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Post by fredsanford on Mar 1, 2018 22:49:50 GMT -6
I am on record as saying training is overrated, except in the early game (before director). I never train in peacetime, until I get to orange level tension with another country. And I always stop training as soon as the war is over. Like jwsmith said, the +10 can be pretty negligible compared to other gunnery modifiers. As tech level and fire control advance, this is more and more true. People that say "any advantage is worth it" are neglecting the opportunity cost, which in a very large fleet can be equivalent to the monthly construction cost of 2-3 capital ships. I'd rather have the ships. When playing a major navy (US, UK or German) on very large, I shoot for having ~40 BB/BCs and 100 DDs by the end of the game.
I will use reserve status as a compromise between mothball and active. Usually just the battle fleet. The ships will work up in 3-4 turns.
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Post by fredsanford on Feb 28, 2018 9:04:59 GMT -6
My last German game. 34 BB/BC. I had a bunch of DDs, too, and 66 MS not shown.
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Post by fredsanford on Feb 28, 2018 1:29:30 GMT -6
So how many DD's do you have in order to keep a 3-1 ASW ratio, and provide escorts for your fleet? My gut reaction is that this is an expensive way to provide ASW patrols.
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