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its a complaint of many.
There is a mod on nexus that removes subs and a few other changes that you maybe interested in:
:dreadnought improvement program" by BrotherMunro
You are doing it wrong. To counter submarines, you research mines, not ASW tech. The second leading cause of U-Boats sunk in WWI were mines.
After 1930, you switch from researching mines to researching radar. The leading cause of U-Boats sunk in WWII were sunk by aircraft equipped with radar.
When having 300+ DD / CL all over the world, enemy subs are just free VP bonus.
Weren't small ships with low tonnage and second-line components like Corvettes and Destroyer Escorts/Frigates a significant ASW factor?
The game sort of lets you build the latter, but it's fairly hard to make anything under a kt after 1925 or so. Especially with the game killing expansion engines so quickly.
26 knots, Sonar III and RDF gives it an ASW rating of 405. Depth Charges take it to 435(I) or 472(IV) Boat costs 5 million, with an extra .7 for the 'full' ASW kit.
Add a Gen I Radar for another .7 and it goes to 1174.
Point being: Something something "Perfect is the enemy of good," something. I rarely go for the highest level of depth charges I can get for example.
The game's help is unclear on how ASW interacts with submarine attack and stealth ratings, but a super fleet submarine has attack and stealth of less than 20 so hopefully being 30x ahead is useful.
If you have at least a couple of DD in your task a force you should be ok.
I wish i could see your game, because i am sure you are doing something wrong OP.
I have a very strong feeling that ship and fleet speed is the key, rather than ASW. ASW kills subs, speed outruns them.