Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

Guide 1.7 understanding the version
Hello friends, I want to do this because lately there have been a lot of doubts in the forum.

"I will explain the state of the game"

- Naval academy missions were broken due to version changes.

- The campaign now has 2 creation modes fast and slow

-- Fast : good option for short campaigns (no more than 25 years) exelent for 1940

The campaign in quick mode is "free of bugs", but technology will always be shown as average for AI and yours is always behind, even if you have 100% in technology.

The IA Nations have a reduced number of predesigned ships , if the technology does not match the design they will not be built, that affects long campaigns some nations stop building ships.

the months of the campaign go by quickly.

-- Slow: good for long campaigns (since 1890.)

The problems of technology always behind are eliminated. Enemy nations build random ships maybe good ships maybe no.

With the previous saying, let's focus on the campaign we have 7 sections of the menu

1- World
the map where we can see the controlled regions activate the color by nation to make it clearer

2-Politics

We have on the right side the actions against the nations they are self explanatory

On the left we have the data of the nation

-- army force is the size of the army but its effectiveness depends of army logistic
--army logistc : build ships until you reach 100 its very important for win a land battle.
--nation people: people's happiness affects the government keep it below 25 if you don't want rebellion problems.
--naval prestige if If you have negative prestige you will lose the campaign, increases
with victory points
--tech level: average or above if you can pay it silider 50% or + .

3-Finances

-- shipyard size : bulit more ships and biggers if you can pay it.

sliders
--crew training: 50% for the training crew before 1900 its hard to get more than green crew
-- tech : if you can pay it silider 50% or + .
--Tr : increases until reach 200% in war not fall under 100% or are in problems. If are under 100 want the peace. the only way to not lose tr is sinking all the enemy ships in your seas. put some destroyers in your ports may help to protect the tr convoy but its depends of the range of your ships are cappable of patrolling.

if you will bank rupt you lose the campaing.

4-Research

show the new tech that will be available you have 3 priorities points use only when u know
what are you doing.

5-Ship Design

the shipyard where you will create your fleet.

The most important thing is that the boats have weight limitations. balance between speed and weight to produce designs you can afford.

make sure you have your fleet updated
not all hulls can be ""updated "" (some have problems or limitations) decide it yourself

enemy ships are changed every 5 years


1890: small guns always wins the accuracy does not exist, mele combat ram (joke).
1900: small gun sand torpedos always wins, 5 km range of battle
1910: cruisers they start to shine 10 km range of battle
1920: battleships and battlecruiser start to shine 15 km range of battle.
1930: big guns alway wins battleships can get 100% acuraccy 20 km range of battle
1940: radar is the key for win.

Make sure your ships are fast enough, Enemy ships tend to escape from combat.
Ships now have reduced ammunition.
Finish the battle before you run out of ammo.
It may take a few months to replenish the ammunition.
so be careful with consecutive battles

6-Fleet

shows where you have the ships and what they are doing

7-Submarine

Shows where the submarines are and what types you can build
Submarines only generate attack missions with automatic resolution
To sink use depth charges + sonar in small fleet 2 or 3 ships.

If you like it or find it useful, comment.
Last edited by Stealth IA; Jan 5 @ 6:41pm
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Showing 1-3 of 3 comments
Izargon Jan 5 @ 2:52pm 
"Ship Desing" I think you meant something else here... Like "Ship Design"?

I'm actually looking at wanting a more detailed "guide" of sorts on the 1900 start myself...

Appreciate what you did nonetheless.
Originally posted by Izargon:
"Ship Desing" I think you meant something else here... Like "Ship Design"?

I'm actually looking at wanting a more detailed "guide" of sorts on the 1900 start myself...

Appreciate what you did nonetheless.

True, Thank u.


It's hard to explain the Ship Desing because every nation and hull have unique characteristics.

Example: Germany has resistant hull designs, Japan has exceptional torpedoes.
Izargon Jan 6 @ 7:05am 
One thing I've found is that the ship flaws tend to come in large build batches...

Its seems that one can sidestep those flaws mostly by building in pairs.

Also focusing a beaker on the ship construction in the research tab.
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