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One of the ways to help prevent losses is manually repair after some of he bigger battles. Sometimes destroyers have really low health and it doe snot trigger fleet repair.
Strangely, in my latest run I'd noticed carrier CAS is next to useless. It's there, it does a bit of damage, but frankly the carriers would be more use with naval bombers and joining a strike force.
Three carriers with 4 CAS wings each (120 aircraft) and hardly scratched a Japanese defender.
Yes, I think I'd noticed destroyers dropping experience levels before, just not the big stuff.
One wonders how many casualties a capital ship has to take to drop a level. So many it's hard to imagine it making it back for repairs.
Not sure I know how to check naval crew casualties as by the time you've noticed they're in for repairs.
Thinking aloud: Wondering if this is to do with me rushing damage control tech lately. Ships are surviving which would have previously been sunk.
In my experience the two skills for dealing and receiving damage make a difference. I usually dump my naval xp into them to increase them asap after completing the doctrines first. The doctrines come first because they add organization which helps a ship survive better.
I do know that without doctrines, low naval command levels, and ship not being trained you will lose entire fleets as I have repeated had this issue with Manchus, even when Japan hands it's starting navy to me.
I assume it does track casualties as we're getting those XP drops (and I know naval trickleback is a thing because it's mentioned in the shark invested water tool tip) but it doesn't seem to tell the player about them as far as I'm aware.
Thing about damage control is that it's a tech rather than a doctrine so you can do both simultaneously. My entirely unscientific observation is that you do lose less ships with it.
Equally unscientifically it seems you sink more with the naval targeting tech (in addition to fire control upgrades).
Honestly, depends on the country and how many tech slots they have and how big of a navy they have to generate naval xp and if they have the fuel/oil to keep it going. While yes it does pay off, but what is being sacrificed to do so?
I guess that is why they call it a strategy game
I think the reason you can get six tech slots as the USA is to encourage the player to build the A bomb. But as it's useless, I tend to use the sixth one for this sort of thing.
I actually tend to develop it ahead of more modern ship hulls. I just upgrade older ships with new FC etc.
BTW, am I the only person who thinks shark invested waters is "too much" detail? It's not going to change anyone's gameplay.
- Race for the Bomb, for this to work you need to participate in the race. This will require you dropping two nuclear bombs on a target country within a year of developing the bomb. Which means getting air superiority in order to do so. After the two drops that country will capitulate.
- Targeting airports, this is EXTREMELY useful for gaining air superiority and keeping your losses low. If you drop bombs on all the airports supporting a region you diminish the amount of planes the AI can have in the air. This can save you a lot of production and manpower.
- Targeting ports, the AI has this thing where ships will hide in a port while extending supremacy into the region. For example I have seen the AI have a dozen different countries with fleets in Pacific Islands making it a complete pain in the ass to gain supremacy to invade because all their piddly fleets total a higher score. Nuke the port and they cannot supply or repair and may move elsewhere.
- Softening naval invasions, this can break coastal walls, reduce units, etc and you Marines no longer land with such low organization they get overrun defending. It gets worse if the enemy commander is some level 9 general with an insane defense bonus.
- Mass build ups, going long games (as in going past like 1955) you literally can end up where you left Europe for last and when you try to get into Europe the AI has like 50+ divisions stacked in the area because it was too dumb go anywhere else earlier in the game.
Which in all fairness, cold water is as bad as sharks.
Good point. Sharks would account for considerably less deaths than the cold waters of the Atlantic and Barents.
I think the sharks are there for a bit of colour because everyone knows about the Indianapolis if only because they've seen Jaws.