Loving the game -familiar enough to get into quickly, but adds so much.
Suggestion: Navy Academy Not sure how hard this would be to code but all divisions controlled by AI do not have the genius (ahem...) of the senior admiral and presumably are controlled by the same AI machine as the computer uses.
Is there a way to dial up or down the stupidity of the AI controlled divisions depending on investment in Officer training (Academy etc)? Obviously a long term investment.
Noting a few suggestions above alongside my own observations I have arrived at the following suggestion.
In addition to ship class allow us to set a ship mission. These missions would be rather simple, for example: Core Escort Scout Auxiliary
This role would determine the probability that a particular ship is selected for a particular mission. Core units have an above average chance of appearing in fleet engagements. Escort units appear alongside core units or in convoy defense. Scout units tend to form independent action groups for cruiser actions and as raiders in convoy attacks. Auxiliaries tend not to appear except as patrol units for the defender on coastal bombardment.
Amongst this pool of ships you could also fit some ships as flagships, such as what rhetoric suggested above. Flagships have an above average chance of being selected as a squadron leader in an engagement. The largest core fleet unit with the flagship modification would be weighted for selection as the fleet flagship.
In this way you could create light cruiser "destroyer leaders" by creating a flag equipped light cruiser with an escort role. You could have your carries be equipped as fleet escorts such that they spawn with your battlegroup or set them to be a core battle-group themselves. You could differentiate between a scout cruiser designed to operate in support of other ships or give it the core trait and allow it to form its own battlegroups.
I had to exit a game via the Control Panel due to being caught in a loop of error messages. I had not previously saved the game, so on attempting to continue the game it restored a different game. It was only after some blundering around that I noticed the small load auto-save function at the bottom of the save game list. It restored the correct game seemingly perfectly to where it had been lost. Presumably if I have progressed the previous game, this would have over-written the auto-save.
Suggestion - ideally have a message pop up at start up to prompt an auto-save restore where the game has not closed down correctly, but more simply, just make the load auto-save button more prominent and add some text to say that it may assist even if the game it is auto-restoring isn't listed above, it may still work.
It may be interesting if there are chained actions whereby multiple battles are fought within a single month but they are all related. Example.
A scouting unit of the German High Seas Fleet on a scouting mission detects and engages a unit of British battlecruisers. This engagement is won by the German unit on a time-limit. Then another engagement occurs where the core fleets of the British and German navies engage with the remaining scouting units in support.
I notice that the relatively less important naval powers eg France, Russia, Italy, and Austria-Hungary in the 1900 setting didn't really get any added bonuses or national characteristics compared to Britain, Germany, Japan, and the US. I'm not sure if that changes a bit in a longer run, the way Japan and Russia lose undeveloped shipyard industry and so on. But it might be nice to go back and look at them and see if there's some stuff that can be added, either bonus tech or speculative research advantages to encourage those countries to have more unique play-styles while still being broadly historical.
For example maybe the French could get bonus tech for advanced TDS given how successful the Richeliu class TDS was? And All Forward Armament, which even if the British were the clear pioneers, the French embraced along with quad turrets for their distinctive style? I'm less sure what could be done regarding other powers though. Russia transitioning to the USSR after a point would probably make sense to lose the Poor Education trait, and gain a Corruption trait (possibly fluffed out differently) to represent the difficulties created by the centrally planned economy, but also get some rapid economic growth to push it into a position to challenge the US and Britain in the very late game? Maybe an advantage with Missile Research as well?
As for the other two well Italy had a comparatively large degree of capability with its light forces, though representing something like the elite UDX/frogmen or their "chariot" underwater delivery system would definitely be a challenge and probably unfeasible. I'm not sure if a generic advantage in researching light forces is totally appropriate, but maybe something could be worked out there? Austria-Hungary is an even more difficult one to figure because it stopped developing after 1918 for obvious reasons, but given the number of mathematicians and physicists originating in the Empire and its success in WWI operating signals intelligence, maybe a bonus tech for SigInt or even an advantage with radar would be defensible?
Another thought is perhaps the changes in government could influence traits a bit as well? If Weimar Germany avoids becoming Fascist after say 1933, maybe it would make sense for it to transition to a full Liberal Democracy instead of remaining a Limited Democracy? Maybe a France beaten badly enough to be tossed into revolution could have a chance to go Fascist?
Last Edit: May 19, 2019 11:36:29 GMT -5 by cavalier
It may be nice if minor nations could purchase ships from major nations based upon a combination of prestige and ship suitability. I believe someone mentioned the idea of minor nations previously and I thought this may synergize with that idea.
I have just been suprised that refitting carrier I can change number of aircraft easily.
I think that decrease number is normal, but increase number is much more problematic as it was not weight alone but space. May be it could be good to consider that refitting carrier number of aircrafts could not be changed to higher number or if so it should be very expensive refit similar to engines, not just thousands.
Post by oldpop2000 on May 19, 2019 12:32:04 GMT -5
I just bought the game and here is an observation. The game states that oil is now available universally. Great but if I am playing Japan and go to war, my only two sources are Borneo owned by the British, and the US. So, what will I have to do if I build carriers with oil. For Japan, I don't have oil fields, the nearest are in Southeast Asia. I have ships there but does that really count. See my point
Here is something to play with. Use the Windows 10 multiple desktop function, open a second desktop, then run RTW2. Now, if you are working on something or need to research an item, just use the CTRL-windows key and left or right to move between them. Works great for me.
Last Edit: May 19, 2019 12:48:23 GMT -5 by oldpop2000
I'd like a way to get the "Battle Summary" screen back in case you accidentally click through it, personally. I've lost important information to that on more than one occasion.
Good idea, thanks!
Yeah, it's a pain when you double-click through the menu, especially if you need to get the crunchy data-y bits out of the detail view. My RTW1 playthrough here and my RTW2 playthrough here both use the detail data when I'm doing analysis, and I've lost data I've needed a couple of times. If you're looking to improve that screen a little more, a way to copy-paste it over with a built in table framework would be helpful too; normally it comes out as plaintext looking like so, which is hard to read as a table and hard to convert back to a nice easy-to-read table.
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