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If you play symmetrically and try to match UK in ship numbers across all types, yeah, you'll run into this problem sooner or later. So don't try to.
My "Germany strategy" (although it's really a more basic "beat current campaign AI" strategy. Works equally well as Britain):
- Design own ship, not auto-gen.
- Build only BBs. Yep, only BB. Not even BC.
- Max crew training slider.
- Max transport slider.
- Zero tech slider.
- Never touch any of these three sliders again.
- Starting budget should allow enough BB's to match enemy BB/BC numbers. Don't worry about CA/CL/DD. You'll have enough tonnage to prevent at-start or early British blockade.
- Keep all your ships in North Sea ports. This means you'll have to check Danzig/Pillau all the time to move them back over; the game loves to send ships here after battles. This is important for the monthly transport sinkings/losses. North Sea is the "contested zone" for transports. (Have you ever seen a "X tranports lost in Baltic Sea" message? I haven't.).
- Many think Sea Control mode is important. I'm not convinced it's really that significant in current state of campaign. I do use it, but I also just let 'em all sit In Being a lot too. It works out fine, and is cheaper.
- With zero tech budget, you'll have plenty of money. Keep building BB's. Maybe 2 every 3 months or so (could afford more/faster $$$-wise, but manpower crew pool needs to keep up as well). As you sink Brit ships and keep building, eventually might even impose a blockade of your own.
- A big assumption here, of course, is that you're winning all the battles which pop up on a given turn. With a well-designed BB, that shouldn't be a problem. And you do say in OP that the battle part isn't your issue. Either way, the ship design, battle tactics/doctrine, etc, are outside the scope of this reply.
Final comment: Yep, I was skeptical too when I heard this recommended. Then I tried it. It works.
I'm not sure it's an argument in favor of campaign balance though.
tbh the main problem is that UK is at too much of an advantage without having to secure all its colonies
Course a lot of it comes down to what the AI generates for its ships, particularly in the case of the occasional clown car you might run into, though they can make some monsters too.
Hell, DDT's and - later on - DD's are the same way. The ship building AI doesn't care too much about optimizing speed and turning, so DD spam is viable in every post-1900 campaign. 40 DD's in sea control can also lead to some hilarious ambushes, like a dozen DD's vs a pair of BB's and a CA/CL/DD, which can nearly end a campaign then and there.
I'd say that the ship building AI needs some improvements to combat the freedom that the player has. Between the overreliance on weapons systems that are ineffective during a certain period (usually secondary spam), the frequent skimping on armor, speed, and non-armor defenses, and the utter inability to design in response to what it faces, there are some issues that need addressed.
Honestly, the one "good" thing the ship building AI does is the fact that it spams the everloving hell out of torpedo launchers from 1920 onwards. That alone does more to add danger to DD torpedo charges than pretty much anything else...even if the AI will happily torpedo its own ships to get to yours.
No argument here. And wasn't advocating that this is the way it *should* be. It clearly isn't.
There's obviously a need for some improvements and mechanics which better incentivize a balanced fleet (and/or discourage a lopsided composition like this one). And some (not all) of that may simply come from the future implementation of the single longer campaign...I suspect there's all sorts of things which are suboptimal now, but will make more sense (or at least won't be quite as bad) in that context.
But that's not what the OP asked, was it? (edit: actually I guess the OP didn't "ask" anything. Oh well. I just offered a way around the problems being experienced. Didn't say he/she or anyone else has to agree with or use that method. shrug.)
I just got another large fleet battle on turn 2 of my 1920 campaign so that should make my blockade problem go away...
The biggest problem with campaign at the moment is the inability to create task forces. As it stands, certain ship classes have a weighted chance to enter certain missions. It's rare to have a BB in a Convoy Attack mission but it's a regular started in a Convoy Defend.
I also recommend you use 'Sea Control' instead of 'In Being', 'In Being' is just a local patrol whereas 'Sea Control' lets you use the ships full range, this works great with the above CA strategy as you can hit convoys over near Ireland if you have the range.
maybe when the campaign gets expanded with a world map and lots of nations fighting, then it would be easier for you to pick off GB.
I don't. I tend to build 5 to match the AI, everything else is a DD or a CL.
In earlier eras BB's are pretty useless anyway as gunnery is extremely inaccurate.
For CA, 19 knots and put maximum caliber on it, leave secondary to smaller gun size 75mm and 50mm.
For CL, 20 knot, 2 main gun 175mm and abuse the design by pressing control to mount additional gun on it and increase total armor.
I prefer using torp launcher for every single class because in a BB duel, a direct hit from torpedo just change the course of battle real fast from zero to hero.