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Also, unrest is easy AF to get down, just get into a war with a major power, kick the snot out of the AI a couple times, and boom unrest is gone.
No, it is not. I was at war with five nations at the same time (Spain, France, Russia, Italy and China) and won easily. During the war the unrest was about 50-60 due to successful annexations. The unrest didn't get down with the peace talks. It only went down with a won re-election.
I generally commit 10x the required tonnage minimum. Never lost an invasion or conflict doing so. Also, TFs should NEVER be only BBs...they need escorts. Otherwise enemy subs are going to have a field day and your unrest will go up because you're losing ships and men while the enemy isnt. I always include at LEAST 1 DD per capital ship in my TFs, usually 2 unless im tight on ships in the area.
If you're having unrest problems it's because you're doing something wrong. The HIGHEST my unrest has ever reached in campaign is 12.
Thanks, I will test the 10:1 scenario. Hope that will help.
Currently it is not yet time to add any anti-submarine measures. I had no encounters with submarines yet. When they emerge some CLs with depth charges are on standby in my home ports.
Think of it this way: The Normandy landings in wwII featured many BB and CA shelling german positions well inland, but they had to remain far offshore, they couldnt get in close to shore where the water got too shallow to conduct the kind of pinpoint fire needed to knock out german pillboxes and gun positions on the beach. Sure you could paste the area with 14" shells, but unless you score a DIRECT hit on that small target (at least by naval standards) you arent going to have the needed effect, and that kind of precision fire was only really possible if you got right up near shore. A number of DDs spent June 6th 1944 sailing up and down the normandy coastline providing on call precision fire support to the troops on the beach.
You need both to be fully effective. Sure you'll want to prioritize the heavy fires, since they can reach much farther inland and can do some serious damage to troops on the move or otherwise exposed, but you need to have some of that ability to rapidly respond to the troops' needs and to get close and hit precision targets too.
That's good and well, but how is that mechanic implemented in this game?
1, Ratio - 20 : 1. With only BBs. WIN
2. Ratio - 3.5 : 1. Mixed. LOSS
3. Ratio - 4 : 1. 1 CA, rest CLs. WIN
4. Ratio - 11 : 1. Mixed. LOSS
5. Ratio - 6 : 1. Mixed. LOSS
Mixed = BBS, BCs, CAs, CLs, and DDs
All tonnages were above 100,000
I guess your fleet consistence doesn't really matter and it is a pure tonnage calculation.