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Post by kamuka on Apr 10, 2016 23:14:11 GMT -6
Kamuka, excellent list of techs. Thanks for providing this. You're welcome. I just started this game and was locking for a list of all techs. Couldn't find one, so I made one when this thread came up. Maybe I'll start "a noob's guide to tech for noobs" someday, as a lot of thing seem to not be very obvious, although they make sense when you think about them. I.e. Heavy secondary battery enabling double turrets on CLs with the protected cruiser armor scheme.
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Post by RNRobert on Apr 11, 2016 6:05:42 GMT -6
When I play, I usually do not build any new battleships until I can have at least three main gun turrets. I also invest money in larger docks right off the bat.
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Post by joebob73 on Apr 11, 2016 16:24:23 GMT -6
Which research category does All or Nothing armor come from again? Because it's 1924 and I still don't have it.
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Post by kamuka on Apr 11, 2016 17:02:15 GMT -6
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Post by jwsmith26 on Apr 11, 2016 17:27:22 GMT -6
Joebob73, the requirements are pretty specific for AoN even after you get the tech. And there is a minor bug that sometimes prevents the AoN tag from appearing. You might want to take a look at the topic thread titled "AoN Layout".
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Post by joebob73 on Apr 11, 2016 23:58:35 GMT -6
Joebob73, the requirements are pretty specific for AoN even after you get the tech. And there is a minor bug that sometimes prevents the AoN tag from appearing. You might want to take a look at the topic thread titled "AoN Layout". Oh, I know about that. I actually don't have it researched yet. Every auto-build ship I try has belt and deck extension armor.
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Post by grumbler on Apr 13, 2016 6:34:02 GMT -6
jwsmaith, I think that you have hit upon the key to keeping Bs viable for a bit longer; build them with at least 20kt speed. They will be somewhat inferior in power to foreign Bs of equivalent tonnage, but that is the price you pay for lengthening their lives, and their superior speed can give you a tactical advantage in the pre-battle maneuvering. Your 22-knot design would be even more advantageous.
I tend to emphasize, in early capital ships (1) speed (2) protection (3) firepower.
One trick that can enhance your battleship value is to build light cruisers with speed and a number of light guns rather than fewer medium guns. They make excellent scouts to find the enemy and, once battle is joined, can fall back on your battle line and be used as anti-destroyer screens. This can save you on the number of light guns your Bs need to carry, and you can use that weight to increase speed, protection, or the number of main rounds carried. the latter can be a battle-winner in longer engagements - after the enemy has exhausted their ammo at long range, you can use your speed to run them down and pummel them with your remaining ammo.
Just don't confuse your anti-destroyer cruisers with anti-cruiser cruisers, because they won't be good at that - they need to run from enemy cruisers. You'll still need some conventional cruisers with medium guns.
I tend not to build torpedo tubes on my predreads. They are heavy and ineffective and the weight is better used elsewhere. I save torpedoes for my cruisers and destroyers (that DD-killer CL can be a wicked torpedo platform when you get the tech for deck-launched torpedo tubes).
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Post by oldpop2000 on Apr 13, 2016 7:47:05 GMT -6
One of the first items of rebuilding heavy cruisers, armored cruisers is to remove the torpedo tubes. They are a source of explosion and I can use the extra weight to gain more speed which will keep the ship alive longer. It works so far. When I build BB's, BC's, or CA's I never put torpedo tubes on them.
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Post by RNRobert on Apr 13, 2016 10:20:35 GMT -6
I find that torpedoes on a battleship are like teats on a bull. You have to get close to have any chance of hitting anything with them, and that simply increases your risk of being torpedoed.
When I play the RJW/WW1 scenarios in WC-NAW (where many of the BBs and CAs have torpedoes), I use them only towards the end of a scenario, to help finish off cripples.
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Post by ddg on Apr 16, 2016 22:20:13 GMT -6
I compiled some information about the game in this document. The technology listing was pulled from the game files by a user at another forum I frequent (can't recall who, sadly). Everything else I simply recorded from running the game. As far as I know, no one is quite certain what the information in columns D through G of the Techs tab means. D seems like a Yes/No boolean; G seems to be an identification number. The listed date is not a hard limit on availability, but it's unclear exactly what relation it has to when the technology will appear. Technologies need not appear in order, and some early technologies will never appear if they don't appear before later superseding technologies (this has happened to me with DD tonnage, for example). jwsmith26, researching either Triple Turrets technology grants the ability to use triple turrets. While I don't spell it out in this document, you can learn a fair amount about the base economic system of the game from the information in the Budgets tab. Hopefully this proves useful to some folks.
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Post by jwsmith26 on Apr 17, 2016 9:49:57 GMT -6
ddg, that's a very nice spreadsheet. Thanks.
Btw, if you do remember which forum you got the technology listing from, please let the group know.
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Post by oldpop2000 on Apr 17, 2016 9:55:27 GMT -6
I find that torpedoes on a battleship are like teats on a bull. You have to get close to have any chance of hitting anything with them, and that simply increases your risk of being torpedoed. When I play the RJW/WW1 scenarios in WC-NAW (where many of the BBs and CAs have torpedoes), I use them only towards the end of a scenario, to help finish off cripples. I remove torpedo launchers from BB,B,BC and CA's because they are sources of damage from explosions. They are not inside the protected area so they can cause terrible explosions. I know they are on the deck but even deck fires can cause explosions that can disable the ship and then the opponent can focus on that wounded ship.
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Post by bramborough on Nov 30, 2017 10:53:02 GMT -6
Just played a game until 1942, and here's a list of (hopefully) every tech in the game. pastebin.com/x3krmL1cThanks very much for this. Picked up RTW a couple days ago, on second campaign. Have been looking for something like this. The tech tree is quite opaque in game. :-)
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Post by ddg on Nov 30, 2017 13:03:24 GMT -6
bramborough Check the link in my signature as well as the signatures of some of the other regulars around here and you can find a lot of handy stuff.
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Post by babylon218 on Nov 30, 2017 16:10:52 GMT -6
There are a few areas of research I almost always focus on: Machinery, Light Forces, Fire Control and Ship Design. I will also intermittently prioritise guns, armour, torpedoes and submarines, depending on the situation.
In my experience, the versatility of the cruiser (and Battlecruiser) is valuable. Most of my wars are won by destroying the enemy's cruiser forces, with battleships largely serving as blockade tonnage. For me, having capable cruisers and Battlecruisers, as well as screening destroyers, is key. I've had battles as A-H where my fast BCs have bested better-armed Battleships, and in nearly every game where a strong cruiser force has been the key to strategic victory. I tend to treat Battleships as something of a defensive weapon - a wall of steel to beat back the enemy or fence them in - while my cruisers and BCs do the work of running down the enemy's light forces and merchantmen.
Also, a battleship sunk takes 2-3 years and millions of dollars to replace. A cruiser takes half the time at (at most) half the cost. I can build a squadron of CLs for every Dreadnought. While BCs often cost as much or more than BBs, they can also perform all the jobs of a conventional cruiser.
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