|
Battle
Sept 30, 2022 5:25:53 GMT -6
Post by JagdFlanker on Sept 30, 2022 5:25:53 GMT -6
Actually probably the issue is mislabeling. If I'm not mistaken, him getting 2 DD is the standard behavior for a battle with MaxShipType=3 where he doesn't have eligible ships for the main divisions the battle generator wants to create. Because he only has capital ships and DD, it defaults to giving him two of whatever is there. But according to the OP this was billed as a fleet battle, which should be large size, MaxShipType=0, and have no bombardment target. So it's a mislabeled battle. good to know that it might be a relatively easy fix - i also got a large CV battle a few turns later where i also got 2 DD total, and same idea in an earlier war against UK in Northern Europe so might be prudent to quickly check French Fleet Battles in general
|
|
|
Battle
Sept 27, 2022 5:00:54 GMT -6
Post by JagdFlanker on Sept 27, 2022 5:00:54 GMT -6
france vs usa - this is a fleet battle Save:
|
|
|
Post by JagdFlanker on Sept 27, 2022 4:40:54 GMT -6
I definitely stockpile cash during wars, and though I often end up financing an opera house on the turn when it ends, it is still worthwhile to invest in more modern ships and start them with tensions low. But I'm not so much asking for advice as wondering how the system works. - Does the amount of VP you have matter at all? Or just whether you are in the lead or not? - Are there any factors that affect the likelihood of peace negotiations coming up? Or are the random odds always equal? - By snooping in the save file I notice Russia's UnrestLevel has been fixed at 10 for years while UnrestWarning vacillates between 0 and 2. Besides just maintaining a blockade, does anything else affect the odds of random events that increase UnrestWarning? (I think these are "food shortages," "demonstrations," etc.) Being ahead in VPs gives you negotiating leverage - otherwise how much you are ahead is only good for cushion
once i get suitably ahead in VPs i will only accept battles i know the ai will refuse (ai will never refuse shore bombardments or coastal raids so i say no to those, unless they are doing a shore bombardment or coastal raid in an area where you have a lot of shore based aircraft, then the ai refuses), or i accept any large battles (because those are the most fun and a chance to sink enemy capital ships). otherwise if i am blockading the enemy and i can afford it i refuse as many battles as i can and i just let the blockade do the work. sometimes i accept DD battles because you can't refuse every battle, and i can either hand the DDs over to the ai and let the battle resolve on fast forward (who cares if i lose a DD or 2), or i can turn the DDs away immediately and speed them to port for the tie
turn resolution is very random so peace negotiations are random but consistent
unrest 10 is pretty high (at about 14 or 15 its pretty much over) so at this point you are waiting for a favourable peace deal, which could take a while depending on 'random'
|
|
|
Post by JagdFlanker on Sept 26, 2022 6:43:19 GMT -6
turn resolutions are completely random - if you replay a turn 10 times you will get 10 different results. if you don't get a peace deal you like then re-do the turn and don't feel bad about it - play the game to have fun, don't let bad results sour your fun
if you are ahead on VPs and you are blockading them then all you can do is be patient. blockading the enemy means their unrest is creeping up, and the higher the unrest the greater the chance of revolution and total collapse which means maximum rewards for you
yes it could take 'years' in the game, but war is when you have maximum income so just being at war and being in the position of control means you can take advantage of a bigger budget and build more ships or save up cash ($150k is about the max you can have without the army swooping in and stealing some of your cash)
|
|
|
Post by JagdFlanker on Sept 25, 2022 11:58:24 GMT -6
IIRC the first option still gives you a *chance* to foment revolution in the country named, the second one does not. Okay, interesting. After a little testing and looking at the save file it seems that the second option reduces the enemy's UnrestWarning level. Hard to understand what's supposed to be going on with the first option, though. Give him unsafe passage? Lock him up but keep the key? 1st option is the 'let the guy do whatever he wants' option, he wants to cause a revolution but without your help he has (much?) less chance of pulling it off - but i (assume) there's no risk of backfiring. i never tried this one
2nd option gets you prestige, but prestige is just a number in the game, it's up to you if it's worth anything or not.
3rd option has a decent chance of you getting the maximum war prize should the enemy completely collapse, but if you also have high unrest he could also cause you to collapse instead by infecting your population with revolutionary ideas so it could be risky. if you have lower unrest then this is the pick to take
|
|
|
Post by JagdFlanker on Sept 16, 2022 5:52:05 GMT -6
i'm sure most people don't like/feel guilty for doing this, but i always save before going to the next turn, and if i don't like how the turn resolves (bad peace deal, badly generated battle or bad result) i close the game and re-do the turn since each turn is completely randomly generated
treat this game like a sandbox and have fun with it and you'l enjoy playing the game in the long term
|
|
|
Post by JagdFlanker on Sept 12, 2022 13:43:19 GMT -6
something that could be a path to a way of influencing decision making is to have greater prestige penalties for decisions that are more political in nature, like budget
this would make prestige more like money, and you have to be smart with how you use it
getting prestige is earning favor - you win battles/war and then you earn "favor money" to spend when there’s budget decisions or whatever else
i never put much more thought into it than that basic idea, though
|
|
|
Post by JagdFlanker on Sept 11, 2022 5:20:06 GMT -6
Also from the Matrix screenshots seems China/ROC is inbuilt as a country, this makes me very happy. China is already an official nation in RtW2, it was added a while back
|
|
|
Post by JagdFlanker on Sept 10, 2022 5:20:51 GMT -6
I would like the ability to fork the game-files into a separate mod-directory, not having to juggle files before every update.
EDIT:
basically the game checks if the currently selected mod-directory contains a copy of a game-file, which if present, overrides the base-game version, perhaps throwing a warning if the game-version doesn't match.
this would be great if possible since game updates won't run if you change anything and i end up rarely updating the game since it's such a hassle to do
|
|
|
Post by JagdFlanker on Aug 30, 2022 9:50:18 GMT -6
i'v tried to use lesser-armed CLs a few times in the past to see if they'd be any good, but they never are - pictured below is essentially the only CL design i'v used since i bought RtW in 2015
they easily kill other CLs, and can take out a CA if you'v got a pair of them
they are perfect on Trade Protection in important seazones, as well as Foreign Stations. also make great fleet scouts that take care of themselves, but i personally never put CLs on AF
the ai NEVER builds an equivalent CL so their dominance is pretty much total
side note you can design and build this 8" design until the end of the game, but it can never exceed 8000t since anything bigger is immediately reclassified as a CA (even after you unlock bigger CLs)
|
|
|
Post by JagdFlanker on Aug 17, 2022 6:49:28 GMT -6
it's just random, seemingly based on how heavily the enemy collapsed when the war ended - personally i just pick the enemy's best ship and retire it immediately so i don't consider it much of a reward, just extra punishment
|
|
|
Post by JagdFlanker on Aug 17, 2022 6:43:21 GMT -6
how i handle ASW:
if all your ASW DD/KEs have 5" guns or larger you will not see "spirited gun duels" any more
you should try and have at least double, and preferably triple the amount of ships needed on TP
once your 'hand-me down' ASW DDs are larger than 1200t, create and build dedicated ASW ships with two 5" or 6" guns, 1 torp launcher for self defence, and lots of room for future ASW expansion. speed is less of a requirement since they will never be part of your fleet. 'hand-me downs' larger than 1200t start to get expensive to upkeep and i prefer playing the numbers game so from that point on i retire any older obsolete DDs (even if they are only 10 years old) and stick with my dedicated ASW fleet to keep upkeep lower and ASW fleet numbers higher. these ASW ships never need to be retired and can be mothballed between wars to keep upkeep low
i never build KEs so i don't know if their upkeep doubles after 10 years like they used to, but if so then build only ASW DDs since once built they will last until end-game
|
|
|
Post by JagdFlanker on Aug 16, 2022 5:55:41 GMT -6
If I recall correctly, the railroads event gives you +200 base resources if you take the "build railroads" option, +2 budget modifier if you take the "give the money to the navy" option, and -1 or maybe -2 unrest from the "social programs" option. ok, the options don't say anything about the 'extra benefits' even if you hover over them so i just take the face value of what the options say - seems like you need to know the 'innards' of the game to know the actual effects of some options
thanks!
|
|
|
Post by JagdFlanker on Aug 15, 2022 5:47:01 GMT -6
You do get popups every once and a while where one of the options is to suggest money be spent on making long term infrastructure improvements to grow the economy. i have seen people mention this event a few times over the years and i get the impression that some people think picking this option does a lot more than it may actually do
i could be 100% wrong about this, but i'm pretty sure that the event in question (which is the 2nd choice) does not increase your budget in the long term (or at all) nearly as much as taking the 3rd option which gives you an outright immediate raise in your naval budget
it could be the way it's worded, different people could have different interpretations of the wording, but having played a trillion hours of both RtWs and having seen and read the options many times i have always gotten the impression that picking the 3rd option of the immediate raise is the "right" answer for the biggest short term and long term benefit to your naval budget but i am interested to know if i am wrong on this or not
|
|
|
Post by JagdFlanker on Aug 14, 2022 6:10:30 GMT -6
could you just assign monitor types (regardless of their in-game designation) to 'Trade Protection' so they stay out of your battle fleet but still appear off your coast in local battles?
|
|