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Also. Don't expand to useless islands out in the Pacific.... keep your Empire contained as much as possible.
This game uses broken brain logic and will just keep spawning transports in areas of enemy activity to feed them.
It is a bit like counter tax fraud by removing taxes. It will make you even poorer.
The keys are : plan your wars and master your expansion. Dont try to fight the problem, prevent it. At least make it less violent.
2) send your own raider at your ennemies. It had to suffer more than you.
I like all the advice in the thread, however It's not going to work if the TR loss counter only goes up, and never reduces even when at peace.
In time of peace your transport % will raise, at least if you have push the trigger (I always push t at 200%). If your capacity had been enterly destroyed during the war, count about 2 years to recover from 0 to 200%. Point that under 100% your gdp can stagnate or even descease. That means you can be caught in a dangerous spiral if you dont anticipate the problem.
Maybe its not the "crazy"trade route thing and rather it's the very exposed trade route thing
Light Cruisers work best as interceptors in 1897. They chew up TB's by the bucket full and can outrun everything larger than they are. I have CLI's by 1896 but they don't hit their zenith until Scout Cruisers come into play, then they are the penultimate interceptors as they have great speed and ASW capability. My defensive interceptors have larger forward gun suites and my offensive anti-transport ships have larger rear gun suites because they are either the chaser or the ship being chased if they get into an engagement.
You have to have a good transport defensive ship pool (protect) and offensive anti-transport ship pool (invade). If you don't, you'd better have an awesome diplomatic corps that can bring a war to an end before disaster strikes.
- as soon, as your transport capacity drops below around 70% your campaign is done
- the penalty for being below 70% is more Dollars, than you have as naval budget altogether (an insane joke)
- so you run auto bancrupt, as soon as this happens
- there is absolutely nothing you can do to prevent that, as your enemies will slaughter your transports everywhere
- you can not replace your transports, even at 200% transport budget. They will kill 4 times the ammount of transports per turn of what you will be able to replace
For me a showstopper. I left that great game because of that.
If you're playing China or Japan, you're bound to go to the west. Because there's nothing in the East. The territory income is much bigger in the west. So went sporadically is kinda inevitable.
If you're trying careful expansion, it is right on the book. But you're wasting time.
At the time you have a firm hold on the east, western countries has already too big for you to confront.
How to secure your seas, now this is the question.
Zero, i want to give you my thoughts how the transport sunk.
Not saying I'm right about this, just my speculation. And so far it is coherent with my experiments.
You read the report, let's say, you're losing at Indonesian sea.
Means, you don't have sufficient tonnage of surface ship docked at any port connected to the said sea. i.e. Batavia, Soerabaja.
And how your transport sunk?
Enemy Task Force (TF) passing your sea.
There's submarine activity on that sea.
First, do not war with multiple nations.
Even if you're in control at a certain sea, you went war with more than one, there's a chance you still out weighted by enemy tonnage simply passing your sea, and still losing transports.
Two, build a cheap CL, put them on the port, and task them to sea control. Do not let them out from the port ! Except you want to intercept a straggle.
https://steamcommunity.com/sharedfiles/filedetails/?id=3397474360
What you're seeing is a 3 mast cruiser. 1890 ish hull design.
I retrofitted, keep building her upto 1950.
1.7.0.0 One major thing I like from this update is you can build super old hulls.
What i want you to see is the maintenance cost of the CL. And the building time.
Also, at olden time, your hull is crap. Your targeting systems are crap.
Your funnels produces too much smoke. Your engines are weak and vibrates.
What you can improve is your pitch and roll value.
Solely focus on that at early year.
Three is optional but this is kinda your least effort if you can't afford to build even a cruiser. Build a coastal minelayer submarine at every port.
It will regard your territory as being active, more likely for them to push inland for land invasion. Also providing passive mine net to damage anything passing.
There are some momentums, so you cannot stop the war losses instantly when you decide to do so (like doing peace talks... with many nations)
--
[Solution]
Make tons of TB / DD, not just a few bunches of large ships.
- CL isn't the choice, since it generally cannot / shouldn't park in ports with capacity less than 2,000 tons, and there are a lot of regions be filled with them.
- and... SPEED IS LIFE. a DD can safe run away when it "intercepts" enemy fleets. With almost no loss... if you didn't get one-shotted by the first few volleys, if the starting distance is questionably close.
This game relies on some "random" patrol / encounters to intercept enemy ships in sea regions. If enemy vassals are not interrupted, they will go for your TR.
I sent my fleet on the sea, crossing the enemy path.
There are still transport loss.
IF there's no fleet to intercept, i.e, they're too fast when passing your sea region within a turn. You're losing transport.
The better idea is to put them on port. So the game still calculate them if the enemy passing your sea faster than 1 turn. Some seas are in different shapes. Indonesian sea is easily passed from hindian to the the south china sea. Then you're losing transports from 3 sea region.
The reason cannot putting CL to a small port is absurd. You can put them to any available port then scatter. DD has higher maintenance cost for what they offer. Not to mention their puny tonnage. And you just need to guard one of the connecting port, not every port, to a connected sea. Just pick one with the larger port.
3K port capacity is everywhere, even at pacific and micronesia.
And, at the same time, started building fast...er light cruisers (faster than my initial fleet standard of 18kts - I think the first CR (Light Cruiser, Response) class could go about 20.5kts) in 1890 both as early scouts for fleet actions and as reaction forces for key colonial territories like Gibraltar and Singapore.
Maintaining peace early on allowed me to build up these forces, and build up my economy so that I was able to gradually increase all the sliders up, including transport. That meant that by the late nineteen-teens when I went to war with Italy, all three sliders could be set at max without loosing profitability.
The TB do not do anything against the piracy. They're the pirates. I've lost six of the total built, at a significant cost to both Japan (average tech) and Italy (very advanced) - once you get torpedoes worth the name, and engines that can power up the TB (the third and final hull has been upgraded to 37kts), they can be extremely effective. The key is to make them gun boats rather than torpedo boats. The last upgrade of the largest hull featured a single triple-tube 20" torpedo launcher, a 4.9" long-barrel mount, and 4 1.1" guns in pairs along the side of the ship.
I've sunk numerous Italian transports, several destroyers and light cruisers, and a CA.
And one final trick. I have probably a dozen ports that hold a pair of these CR as interceptors, intended to hunt enemy raiders and subs. I've also started building - as soon as I got turbine steam engines - what I'm calling CAF - Heavy Cruiser, Fast. While not able to keep up with the faster CR cruisers, the CAF is not built to maintain the overall speed of a fleet, like my standard CA build, but to move fast for a CA. These I put in large, distant ports - Gibraltar, Singapore, I think there's one in Kingston - with 4 CR as escorts. Because I've learned in Legendary, the AI can build sufficiently strong enemies that a pair of CL just wont cut it.
as main player of german imperium in legendary
1 Wars must be short before the economy collapses
2 Putting destroyers in colonial ports reduces losses a little.
3 When you win, ask for peace before your tr drops below 100
4 It is not a game of world domination, Overextending a war causes you to lose more in the future than your immediate gains.