Post by jwsmith26 on Apr 8, 2016 13:31:11 GMT -6
I play a pretty aggressive game in which I look to win by beating the enemy fleets in battle. Many other players adopt far different strategies than my own. Some players like to avoid battles and win using submarines and raiders. Other players have pursued a strategy of building smaller ships, winning cruiser and destroyer battles while avoiding battleship battles. I believe I read one player describe how he had managed to go through the entire game without fighting a single war.
Given the way that I personally play, the right technology investments are critical to success. That is almost certainly the case for every strategy, though different technologies would probably be required for other strategies. I'm interested in hearing about what technologies players invest in to support their particular strategy.
For my strategy to succeed, I need tough battleships that can survive numerous heavy gunfire hits and as well as a torpedo hit or two. They need to be at least fast enough to keep up with enemy ships running from the fight. I also need many destroyers that are equipped with as many torpedoes as they can carry, even if this means sacrificing some gunfire and speed. My need for cruisers is limited. They serve as scouts for the fleet but once the enemy is located they are relegated to the outskirts of the battle so two or three are sufficient for my needs. For my cruisers speed is critical, firepower less so. Submarines are just a "nice to have" for me.
To support these goals I invest in the following techs, listed in order of importance (to my strategy).
Fire Control
Allows improved fire control systems to be installed, provides other incremental fire control improvements
This is absolutely critical. As a general rule I've found that installing improved fire control (e.g. going from Central Firing to Director) will usually improve your hit percentage by between 50% and 100% over the previous version of fire control. I could be off on those percentages but the improvement is pretty darn impressive. Whenever possible I will avoid starting a new war until one of these dramatic technological advances occur. I will then try to re-equip my entire fleet (much easier when at peace) and once that's accomplished I'll look to start a war with a nation that is not so equipped. (Training can also provide significant improvements in hit ratio.) I would imagine that for a player not interested in fighting battles this tech would provide little value and his limited investment capital would be better spent elsewhere.
Ship Design
Grants ability to build dreadnoughts and battle cruisers, gives improvements in turret use and arrangement, lowers equipment weight
This tech is almost as important as Fire Control for me. You need this tech to start building Dreadnoughts and Battle Cruisers. I need those ships for my strategy to work and I need them sooner than any other player if possible (I'm almost always the first out of the gate with these ship types). This tech also allows you to make improvements in the arrangement and number of main gun turrets allowed. These improvements are crucial to make capital ships powerful. I can't imagine not investing in this tech, but if you are actively avoiding fleet encounters it may not make sense to invest here.
Light Forces and Torpedo Warfare
Grants improvements in displacement and armament for destroyers and armament for cruisers
This tech is pretty important to my strategy because I use my light forces to control the flow of battles. I often use destroyer attacks to cut the enemy battle line, isolating a small section of the enemy force that I can then attack with my full battle line. My destroyers also pack major dangers for enemy battleships - my mid to late game destroyers are often armed with 12 to 15 torpedoes. If you don't plan to fight many battles this tech may not be important to you.
Torpedo Technology
Provides improvements in range and speed of torpedoes
This tech goes hand in hand with the above technology. I want my torpedoes to be as dangerous and as long-winded as possible. I don't know if this technology has an impact on submarine warfare but I imagine it does. (does anyone know if it affect sub warfare?)
Naval Guns
Allows installation of bigger and/or more effective guns
Come on, who doesn't want bigger and better guns. This one's a no-brainer. However, I do back off on this tech, dropping it to "Low", after I've researched 16" guns.
Subdivision and Damage Control
Allows installation of improved anti-torpedo systems, provides incremental damage control improvements
Given my stated goal of achieving tough capital ships, this tech is pretty obviously important. Investing here is a long-game strategy. The gains achieved are more like a slow trickle rather than the dramatic jumps achieved with Fire Control, but the improvements in ship survivability over the long haul can be quite significant. Again this is a tech that primarily benefits an aggressive battle oriented strategy.
Fleet Tactics
Allows advanced fleet formations, improves control during battle (signalling), improves use of minefields, improves intelligence on enemy
The benefits derived from fleet tactics are primarily flexibility of command in battle. Most of the improvements derived from this tech are relatively minor adjustments to how fleets are controlled and behave. However, the ability to have two flagships (one for the main body and one for a scouting force) is a major benefit in battle. Later improvements assist in fire control during battles. This tech is pretty valuable if you fight a lot of battles, especially battleship or fleet engagements but would be of little value if your are fighting a primarily economic war.
Weapons techs - AP Projectiles, Explosive Shells, Turrets and Gun Mountings
Improve lethality of weaponry, AP Projectiles improve armor penetration, Explosive shells improve the damage inflicted, and Turrets tech generally improve the rate of fire but is also required to build triple or quadruple turrets
While these techs look like they'd be right up my ally, I've never invested heavily in them because of the incremental nature of their improvements. I generally leave them set at medium and allow the benefits to slowly accrue. However, until this writing I had never really realized that triple turrets (a great firepower improvement over double turrets) were obtained via this tech. Going forward I may increase investment in this tech, at least until I get triple turrets.
Hardware techs - Machinery Development, Armor Development, Hull Construction
Incremental reduction of weight for these ship components
These techs all reduce the weight of their respective components. This is, of course, very welcome. This basically means you will be able to jam more stuff into the same ship tonnage. As I say, very welcome, but not sufficiently game changing to cause me to invest heavily in these techs. I generally leave them at medium for the duration.
ASW technology
Incremental increase in ASW effectiveness
As above, improvements to ASW ability is welcome but hardly critical. Now, it might be critical if playing against a human player that was likely to build a powerful submarine fleet, but that is just not a strategy that the AI employs, so this tech is very low on my list of priorities. In fact, it is the tech most likely to be reduced to "Low" at the beginning of the game and might stay in that realm for the duration.
Submarines
Grant ability to build Coastal, medium Range and mine-laying submarines, Incremental improvements to submarine reliability
This tech is another largely incremental tech. Each improvement is either the ability to build a new type of submarine or a 5% increase in submarine reliability. If you're going for a "guerre de course" strategy the is probably one of the most important techs to invest in. If not, then you can leave it at medium. Given my priorities it is often reduced to "Low" for much of the game.
---
I do have a question for the group. I noticed that that both the "Ship Design" and "Turrets and Gun Mountings" tech each have a technology event that "Enables" triple (and quadruple) turrets. Does anyone know if both of these tech improvements are required to actually build triple turrets? Or is it sufficient to achieve one of these techs to enable triple turrets?
Well there you go, that's my take on what techs do what and how important each one is, in my (highly biased) opinion. I would love to hear how others approach this aspect of the game.
Given the way that I personally play, the right technology investments are critical to success. That is almost certainly the case for every strategy, though different technologies would probably be required for other strategies. I'm interested in hearing about what technologies players invest in to support their particular strategy.
For my strategy to succeed, I need tough battleships that can survive numerous heavy gunfire hits and as well as a torpedo hit or two. They need to be at least fast enough to keep up with enemy ships running from the fight. I also need many destroyers that are equipped with as many torpedoes as they can carry, even if this means sacrificing some gunfire and speed. My need for cruisers is limited. They serve as scouts for the fleet but once the enemy is located they are relegated to the outskirts of the battle so two or three are sufficient for my needs. For my cruisers speed is critical, firepower less so. Submarines are just a "nice to have" for me.
To support these goals I invest in the following techs, listed in order of importance (to my strategy).
Fire Control
Allows improved fire control systems to be installed, provides other incremental fire control improvements
This is absolutely critical. As a general rule I've found that installing improved fire control (e.g. going from Central Firing to Director) will usually improve your hit percentage by between 50% and 100% over the previous version of fire control. I could be off on those percentages but the improvement is pretty darn impressive. Whenever possible I will avoid starting a new war until one of these dramatic technological advances occur. I will then try to re-equip my entire fleet (much easier when at peace) and once that's accomplished I'll look to start a war with a nation that is not so equipped. (Training can also provide significant improvements in hit ratio.) I would imagine that for a player not interested in fighting battles this tech would provide little value and his limited investment capital would be better spent elsewhere.
Ship Design
Grants ability to build dreadnoughts and battle cruisers, gives improvements in turret use and arrangement, lowers equipment weight
This tech is almost as important as Fire Control for me. You need this tech to start building Dreadnoughts and Battle Cruisers. I need those ships for my strategy to work and I need them sooner than any other player if possible (I'm almost always the first out of the gate with these ship types). This tech also allows you to make improvements in the arrangement and number of main gun turrets allowed. These improvements are crucial to make capital ships powerful. I can't imagine not investing in this tech, but if you are actively avoiding fleet encounters it may not make sense to invest here.
Light Forces and Torpedo Warfare
Grants improvements in displacement and armament for destroyers and armament for cruisers
This tech is pretty important to my strategy because I use my light forces to control the flow of battles. I often use destroyer attacks to cut the enemy battle line, isolating a small section of the enemy force that I can then attack with my full battle line. My destroyers also pack major dangers for enemy battleships - my mid to late game destroyers are often armed with 12 to 15 torpedoes. If you don't plan to fight many battles this tech may not be important to you.
Torpedo Technology
Provides improvements in range and speed of torpedoes
This tech goes hand in hand with the above technology. I want my torpedoes to be as dangerous and as long-winded as possible. I don't know if this technology has an impact on submarine warfare but I imagine it does. (does anyone know if it affect sub warfare?)
Naval Guns
Allows installation of bigger and/or more effective guns
Come on, who doesn't want bigger and better guns. This one's a no-brainer. However, I do back off on this tech, dropping it to "Low", after I've researched 16" guns.
Subdivision and Damage Control
Allows installation of improved anti-torpedo systems, provides incremental damage control improvements
Given my stated goal of achieving tough capital ships, this tech is pretty obviously important. Investing here is a long-game strategy. The gains achieved are more like a slow trickle rather than the dramatic jumps achieved with Fire Control, but the improvements in ship survivability over the long haul can be quite significant. Again this is a tech that primarily benefits an aggressive battle oriented strategy.
Fleet Tactics
Allows advanced fleet formations, improves control during battle (signalling), improves use of minefields, improves intelligence on enemy
The benefits derived from fleet tactics are primarily flexibility of command in battle. Most of the improvements derived from this tech are relatively minor adjustments to how fleets are controlled and behave. However, the ability to have two flagships (one for the main body and one for a scouting force) is a major benefit in battle. Later improvements assist in fire control during battles. This tech is pretty valuable if you fight a lot of battles, especially battleship or fleet engagements but would be of little value if your are fighting a primarily economic war.
Weapons techs - AP Projectiles, Explosive Shells, Turrets and Gun Mountings
Improve lethality of weaponry, AP Projectiles improve armor penetration, Explosive shells improve the damage inflicted, and Turrets tech generally improve the rate of fire but is also required to build triple or quadruple turrets
While these techs look like they'd be right up my ally, I've never invested heavily in them because of the incremental nature of their improvements. I generally leave them set at medium and allow the benefits to slowly accrue. However, until this writing I had never really realized that triple turrets (a great firepower improvement over double turrets) were obtained via this tech. Going forward I may increase investment in this tech, at least until I get triple turrets.
Hardware techs - Machinery Development, Armor Development, Hull Construction
Incremental reduction of weight for these ship components
These techs all reduce the weight of their respective components. This is, of course, very welcome. This basically means you will be able to jam more stuff into the same ship tonnage. As I say, very welcome, but not sufficiently game changing to cause me to invest heavily in these techs. I generally leave them at medium for the duration.
ASW technology
Incremental increase in ASW effectiveness
As above, improvements to ASW ability is welcome but hardly critical. Now, it might be critical if playing against a human player that was likely to build a powerful submarine fleet, but that is just not a strategy that the AI employs, so this tech is very low on my list of priorities. In fact, it is the tech most likely to be reduced to "Low" at the beginning of the game and might stay in that realm for the duration.
Submarines
Grant ability to build Coastal, medium Range and mine-laying submarines, Incremental improvements to submarine reliability
This tech is another largely incremental tech. Each improvement is either the ability to build a new type of submarine or a 5% increase in submarine reliability. If you're going for a "guerre de course" strategy the is probably one of the most important techs to invest in. If not, then you can leave it at medium. Given my priorities it is often reduced to "Low" for much of the game.
---
I do have a question for the group. I noticed that that both the "Ship Design" and "Turrets and Gun Mountings" tech each have a technology event that "Enables" triple (and quadruple) turrets. Does anyone know if both of these tech improvements are required to actually build triple turrets? Or is it sufficient to achieve one of these techs to enable triple turrets?
Well there you go, that's my take on what techs do what and how important each one is, in my (highly biased) opinion. I would love to hear how others approach this aspect of the game.