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Yeah chill dude. Its a game. Devs are not out to get you.
the second time u invade it, it only require 160-170t and 6 turn if i remember correctly
so failed invasion still lower the defending capability ?
Invasions work adequately, it's just not well explained that the minimum tonnage is only a bare minimum or what the odds of success are then. My guess is that it's close to 10%, so when you bump it up to 5-10x you're in the 50-100% success range.
If you don't have enough tonnage to do that, clearly you need a bigger navy to do what you want to do. I've forced all other major empires out of the Caribbean, South America, Africa, Oceania and virtually all of Asia(Japan still has Japan).
Building a single class of 20x 25,000ton dreadnought-Is was a great early-game investment.
I personally failed all of my naval invasions, usually at 3x the numbers of ships required. Doesn't bother me, but yeah it's hard to learn how it works without feedback from the game beyond "you failed".
The Player can, after having a fleet in the relevant sea zone, ask for a naval invasion to be launched.
- Do not ask to naval invade somewhere that already has revolution or is target of a land offensive by another nation. Whatever happen you won't end up owning that port.
- Do not ask to naval invade the last province of a major nation. On losing the nation will dissolve and the provinve will be Ungoverned Territory.
Your government can, but do not has to, agree to launch a naval invasion.
- It will pick a random port, if there a several, in province being invaded as invasion target. - - Pre-position your ships if you can.
The Naval Invasion has a tonnage requirement. Exceeding it is probably beneficial.
- The tonnage requirement seems to be tied to population and income of the province.
- Exeeding it seems to boost attacking numbers of soldiers.
The Naval Invasion has turn duration during which that tonnage requirement has to be matched or exceeded.
- The turn duration seems to be tied to population and income of the province.
Then it time to fight. You, as best as I can, aren't fighting with your the navy. It is purely an army affair.
The strength of an army is dependent of Army logistics. This seems is basically "does your nation have enough ships to support the army in all the task put before it"
- If your army logistics is only 50% then your 10.000 soldiers will only be as effective as 5.000 soldiers of a nation with an army logistics of 100%.
Army logistics seems to be a function of either "How many ships" or "How much tonnage" (Not sure which) does your navy have vs. how many colonies / provinces you have. Distance may also be factor.
Unrest does not seem to effect army performance but army performance can effect both Unrest and Victory Points.
- Winning a naval invasion does not seem to result in gaining victory points.
- Failing a naval invasion grants your opponent a sizeable sum of victory point. I am pretty sure it somehow based on the number of soldiers lost.
- Unrest seems to be generated according to soldiers lost in the invasion in relation to your overall army size, even for a win. Large relative losses = huge unrest boost.
- Losing a province to invasion also seems to come with a additional unrest penalty. The UK starts entering a revolt spiral once your have taken few island for example.
Where should you fight? Generally any Colony / small island (Technically the UK is an Island) is fair game. Match / exceed the tonnage, keep your army logistic up and sink as many hostiles you can to lower theirs.
Major Province, i.e. mainland France provinces, tend to not be worth it with a naval invasion. Their econ is so high and the army logistics at point is probably high again (It is based of navy in relation to colonies and if there are no colonies...) that you might not be able to park enough tonnage to force a win. And a loss is, at the moment, devastating, VP-wise.
There is both an overall national manpower and a local manpower. You only contest against the local manpower in the invasion.
I do believe national manpower is shifted around to replace losses so having high national manpoer is helpful both in this aspect and in that unrest is calculated, I think, off your losses relative to your national army manpower.
I do however suspect that China with a player acting to boost Econ and Army logistics can probably eat Russia and from there Germany, France, Austria, Italy and Spain "utilizing" land invasions.
But the player would basically have no control over when and where invasions happen. (Except by picking on which major to declare war).
And even successful land invasion generate tons of unrest and that could be fatal.
thx to confirm we don't even play in fact.
https://steamcommunity.com/sharedfiles/filedetails/?id=2928898879
The second invasion of Corsica is at 335,736 of 26,231 required.
Go big or go home.