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But as Japan, at start, I have to run 60% to 65%, and once I get to 200%transport, I leave 0.50% bonus and push tech at 75%. All the while I keep crew training at 0%.
The US start in 1890 is hard, but eventually they have more money than they can spend.
Right now with all 3 sliders max'd I'm pulling in $3.6billion a month with 39 provinces, and have the game's biggest economy by a factor of three. My general philosophy for economy:
1- Oil is growth, and oil allies are better than owning oil yourself. If you see a weaker nation with a lot of oil allies, beat it up until its allies leave due to the public disorder your victories are causing. Then they'll go back into the pool. Hopefully they ally with you this time.
2- AI Major Power home territories are great if you can grab them. They don't suffer the incessant minor power counterattacks, and they (almost) always contribute greater amounts to your GDP. I grabbed Southern Spain, Southern France, and the Russian Black Sea territories early and that boosted my GDP enough to finance a fleet that could conquer the whole of Italy, which is when my economy really exploded.
3- Don't go after territories with high population and neither oil greater than your current barrels per capita nor amazing wealth. Population is a drag chute on your growth because it lowers your oil per capita. It also crushes your army logistics. Sometimes you have to eat a high pop/no-oil/low-wealth territory for strategic reasons, but never just do it because you can.
4- Government type matters. If your circumstances allow, I think it's worth it to manipulate unrest to get a right wing government for the military bonuses and growth over the left wing's emphasis on current production and public order. This is a minor point, though. Some people prefer current production and stability over growth. I think those people are wrong, but I'll admit to that being a preference, not a proven fact.
5- Don't take regions that introduce you to a new sea area unless you're prepared to defend it (or take all the ports that border it.) For example, no matter how good it looks, taking an island in the Pacific as a reparation when you're a purely Mediterranean power is a terrible move unless you're ready to put ships in that new sea region to guard your commerce. Otherwise next time war breaks out you'll hemorrhage transport losses in that far away sea area and it will be a huge net loss.
6. Diplomacy, diplomacy, diplomacy. Make everyone love you, except whoever you're targeting next. Keep your fights as localized as possible so you can club their fleet to death and take their stuff rather than run all over the planet trying to stop raids on your shipping. This also allows you to win with a smaller fleet, since you can concentrate on kicking one country's butt.
EDIT: 7. The training slider is your lowest priority so long as you can man your ships. I run it at zero early in the campaign if I have to if that's what I need to do to run at least 66% tech and 100% transports (until max.) Higher tech ships winning battles will upgrade their crews through experience. Also don't be afraid to run a little negative on your monthly if it means your fleet is better than the other guy's when your war starts. You can take the money off them in the treaty.
Uh... wall of text crits you for 10,000? Sorry, I got wordy.
I saw you asked about the U.S.. As the USA, I only build a fleet in ONE ocean to start with, then diplomatically isolate the Caribbean nations and fight them one at a time until the Caribbean is my lake. This allows me to win with a smaller (cheaper) fleet and raises my gdp, as the Caribbean islands tend to have very low population-to-gdp ratio. After that I bully whoever is allied with Columbia and Venezuela- they don't start with oil, but they get it fairly early, and they get a LOT of it. After that I focus on kicking the crud out of whoever Canada allied with so I can either take it myself, or get it back into the pool until it allies with me (which is better), because Canada also has a lot of oil. If I manage to conquer or ally with all three of the major western hemisphere minor oil powers, and secure the Caribbean so Europe doesn't have any close bases to harass my shipping from, then I start looking global. The Dutch and British oil-bearing regions in Indonesia/SE Asia are a great place to start.
so what i do early game is basicly lowering budget to 1-100% every months to complete a research
( when a research is almost completed, offer 1% or 100% budget will only complete this research, new reserach will always start with 0%.)
i just hate doing this every month due to budget button on financing page. i have to flip to research page to see if i just spend enough money or too short to complete the research
but after like 10years expansion. i got enough lands and money i could just give up on micro managing
not sure how low u can go with crew training. once i start my non stop war(after 40%+crew training bonus/max trianing bonus they become easier i think?). i use 25% budget. they stay veteran/trained pretty much all the time
but i didnt do any deep test to find out how this budget affect crews(i think they drop training in 1890-1900 very badly, but suddent not matter much after u get all the training tech)
I have to ask... Why 66%? I start at 65%, then increase to 70%, even at the cost of crew training.
Did not think about it, but perhaps I should look at provinces as income/no. of people to determine which one is worth and which one is not.
In regards to no2, I have a bit of a curiosity. Taking the home territories of a nation, does it make easier in land battles with that nation? Theoretically, it shoud make their armies substantially weaker in terms of numbers deployed.
I agree to no.5. Every sea you have access to, if unprotected, is a posibility for a TB do more damage then Von Spee with a squadron.
Im not a try hard.. so I dont know if the game needs balancing but I do struggle playing some factions especially like Japan (where I need to rush conquer china territories to get funding or risk a constant challenge from the world in this game)
-66% is arbitrary. I just like percentages that easily translate into fractions. I tend to go 66%, 75%, 80%, 90%, 100% just because my brain goes, "I know what fraction that is."
-Yes, it does help cut down on their defending army if you take home territories. How much that matters depends on how concentrated their population is.
-Yup! Unprotected or even badly protected sea regions are death. You're really incentivized to not sprawl beyond your defensive capabilities. Staying compact also helps make sure you have forces close enough to defend against port strikes, you can lose a lot of transports to just one CL sitting there striking a minor port.
1. How do I get smaller nations to ally with me?
2. How do I go to war with smaller nations?
3. Ideally, I'd like to play a United States campaign in a quasi historical way. Namely a war with Spain in the late 1890s/early 1900s and take historical holdings (Cuba, the Philippines, etc), how do I go about doing that?
1- Good darn question. As far as I can tell they choose allies at random. The only thing you can do is "peel" them off their current allies (they have a chance to abandon their major ally if that ally's unrest exceeds 30, with the chance increasing until it hits nearly 100% if the major ally's government falls due to said unrest... I've seen a FEW allies stick around through a revolution, but the percentage is extremely small). Then you hope when they choose a new ally, they choose you.
2- You can invade smaller nations by going to war with their major ally. They will then show up as valid invasion targets for naval invasions under their major ally's political tab. Be careful, though- if they share a land border with your territories, they can counter-invade you. A high army logistics to guard against this is a must if you share a land border.
3- That's super tough because it requires a presence on both coasts. nets you three new sea areas, and not much GDP. I've done it but it's awkward. My experience is that if you want to do that I recommend building your first fleet on the Atlantic side (Preferably about 8-12 smallish battleships, built in batches to fit your shipyard capacity, so you have enough tonnage to hit multiple things at once) and invading Cuba and Puerto Rico before the Spanish can arrive to contest you. When they do show up they'll bring a gigantic gaggle of cruisers, but they should be low on fuel if you managed to take all their Caribbean holdings before their arrival, in which case you can big-ship them to death without fear of them chasing you down and nibbling/torpedoing you into oblivion. (Be warned, do not skimp on armor, the AI likes building its heavy cruisers with battleship grade main guns.) If they show up before you can take all their ports, you're probably going to have to unite your fleet to take them on, and don't over-commit; retreat damaged ships and always be angled away from the opponent so they're closing on you as slowly as possible so you don't get enveloped. The idea is to have a moderately damaged fleet after the battle while theirs outright loses assets. Break off if you get low on ammo or you don't think you can do more without risking crippled or sunk ships, then hit them again the next turn, getting any truly damaged ships to a nearby port to repair. Eventually their formation should attrit to a size you can just sink outright. While this is going on, be building a small-ish (50k ton or so) force on the west coast, taking advantage of the budget boost you get during wartime (start it before the war if possible if you can afford some turns in the low negatives.) When they're ready, they should be able to go take Guam, Saipan, Luzon, and Mindanao unopposed because the Spanish fleet will be in the Caribbean getting its butt kicked. The key is to do your Atlantic/Pacific build sequentially so you can afford a fleet big enough to hold its own in the Caribbean. if you try to build both fleets at once right off the bat you won't be able to afford it. (DISCLAIMER: I'm sure there are other ways to do it, maybe even better ways, or it can be done completely historically with more skill than I have. This is just how I did it.)
Despite I agree with you on all, I feel it is not necessary to be so strict, expect for our own satisfaction in case of a perfectionist personality.
UAD is not an enough hard game to force player in a very disciplined way.
Keeping it s a good guideline
I tend to launch a war against them, grab about half the Caribbean before they show up, then make peace, wait until they go away, provoke another war, grab the rest, then make peace again.
Then once they get into a scrap with another big power or two and lose most of their merchant navy and are running around dealing with unrest, I go big and just eat them. Assuming the timing is convenient with whatever other machinations I'm up to.
If you get that rare game where the UK *doesn't* get its economy flattened by transport losses, you have continue the pattern of taking their valuable territory opportunistically then spamming peace offers until they go away, unless your economy is big enough to force-on-force them. Be careful with that, though, UK tech tends to be very good. Their BB towers in particular tend to make their pre-dreadnoughts quite uncomfortably accurate, or at least that's been my experience.
On the subject of the UK, I said that I'd ideally like to play the game in a quasi-historical fashion. That said, how do I actually manage to get them to stick to an alliance?
Actually, on that subject, what are the benefits of an alliance and ate they worth it? To me, it seems like the AI breaks alliances only a month or two after making them. That's annoying, but it's much, MUCH more annoying when they do it after you've paid them the obscene amount of money that they asked for in the first place.