Hi! 1: In campaigns, try not to immediately go to war, let your GDP build up for a while first. Especially watch out for expanding your empire too quickly; Transport Losses from faraway colonies you can't defend will absolutely murder your economy. 2: Bigger guns aren't always better, I'd take a Mk3 12" over a Mk1 14" gun any day. (Mk3 being when most guns start being decent, and they obviously improve from there) 3: Big Guns is probably the most important tech to prioritize, throughout the entire campaign. Then Rangefinders until you get Radar Rangefinder 1 which is quite the gamechanger (Radar 2 and 3 are obv. better, but not that much better really). 3.5: If you start in 1890 or 1900, Hull Strengthening is the tech branch that gives you access to Dreadnoughts, which is also a gamechanger compared to pre-Dreadnougth battleships (as one would expect!) 4: The AI loves to fit torpedoes to everything. The best way to dodge them is to start turning already if you think they launched. 5: Anything that improves range will typically improve accuracy. A gun with a max range of 40km will be more accurate at 20km than a gun with a max range of 21km. Typically. 6: ...but be careful when adding barrel length, at some point you get diminishing returns and while your belt penetration might improve a bit, your deck penetration will suffer drastically. 7: The AI also isn't exactly the sharpest apple in the barrel, so there's no need to "cheese" and min-max everything to be as OP as possible. You can still win with ships you built because you like the look or the playstyle :) And I couldn't think of anything else, but 7/10 ain't half bad!
Whilst waiting for the never-ending string of updates to quiet down, I've been trying out some of the new US hulls in custom battles. In the 1890 to 1925 time frame which I've worked thru so far, they did give the US some rather interesting new options - the one I'm most grateful for, is the new 1890 battleship hull, such that we have something other than that odd coastal defense "battle barge" as I call it.
Smoke interference is a pretty good counter for building fast ships. I must be the only one who looks at the stats of the towers before deciding which funnels to get and only after that decide the viable speed.
I typically just look at how fast the ship can go before cost and displacement goes out of control, and without losing too much operational range. The "target fast speed" negative modifier to accuracy that the enemy will get is very very valuable, in my opinion.
@@Panzergraf Yeah, that shouldn't really be in game since matching the orientation nullifies that issues especially at longer ranges. You don't even have to match the speed as long as you're in the right ballpark. (Former IFV gunner - conscript)
@@aleks5405 o7 I was a tank gunner myself (also conscript), we used dynamic lead for moving targets though. The Leo2 FCS took care of the calculations. I know there were tables for firing with the FCS off, but we never got to train for that... I think they just made speed give a flat debuff to accuracy in this game because it's simpler than having different accuracy modifiers dependig on target orientation relative to your own ship's orientation.
@@Panzergrafis there any specific goals for the campaign? like fighting each nation, getting the largest guns, largest navy, or anything else like that? (hope to see the iowas or potentially the Montana class in the future)
@@panza_danza I have some vague ideas for goals, but nothing really decided yet. I'll get back to you on that! I'll most likely get to fight each nation at least once though. Campaigns go on until 1965 now, after all.
I would have gone with the Mk III 13" guns and bumped them up to 13.9" with the modifiers on the battleship class. Usually you can get some pretty good parity with higher sized guns but with less weight and faster reloads. Not sure how much this mod affects that though! Weight is always key for me on my builds because I favor speed over armor, but with the 21kt limit you've got a lot more breathing room.
Who does the research on these scenarios and mods. Spain took five years to build one of the smallest dreadnoughts. The Netherlands never built dreadnoughts or any other capital ship. They looked at building small superdreadnoughts in 1914 and abandoned the program during the war. They needed large amounts of support from Germany when designing and laying down the late '30s battle cruiser. By 1920, the US had abandoned casemate mounts in the hull. The BB-49 class was designed for 23 knots. The US used the turbo-electric plant in both BB-49 and CC-1 as it gave more reliability and endurance compared to non-geared turbines and improved subdivision in the hull. The largest available gun for the USN in 1920 was the 16" Gun, Mark 2. The US continued to use improved cage masts. The US did not use a 15" gun and it would have taken six or more years to design a gun, design the production tools and produce a prototype gun. The US also used the multi-bulkhead torpedo system starting with the "California" class. The turrets for these classes elevated to 40 degrees. All capital ships were limited by the locks of the Panama Canal and Dry Dock Number 1 (completed 1919) at Pearl Harbor. The US doesn't have twin 5" or 6" mounts in 1920 except when later designed and mounted in the Omaha class scout cruisers from 1923. So what we have here is a complete fantasy world like Ruel the Seas.
Calm down nerd, this game, like most others, is fantasy. They might be based on real tech, but even then you have to make the game fun enough and balanced enough to play or why bother? Hell, the largest navel gun caliber ever used was what, 18 inches? The base game goes up to 20.9 IIRC. So yeah, chill out, sheesh...
Yes, a little bit more freedom than usual I think, as you can more freely place components without getting absolutely horrible weight offsets and pitch/roll values.
@@Panzergraf that is cool that is how it should be Can i ask.. when i try to ,,continue,, or ,,new,, campaign the game crashes but custom battles goin.. what options i have to fix it
First time watching, what is your rule of thumb main 10 things to keep in mind when you play vanilla mode without mods?
Hi!
1: In campaigns, try not to immediately go to war, let your GDP build up for a while first.
Especially watch out for expanding your empire too quickly; Transport Losses from faraway colonies you can't defend will absolutely murder your economy.
2: Bigger guns aren't always better, I'd take a Mk3 12" over a Mk1 14" gun any day. (Mk3 being when most guns start being decent, and they obviously improve from there)
3: Big Guns is probably the most important tech to prioritize, throughout the entire campaign. Then Rangefinders until you get Radar Rangefinder 1 which is quite the gamechanger (Radar 2 and 3 are obv. better, but not that much better really).
3.5: If you start in 1890 or 1900, Hull Strengthening is the tech branch that gives you access to Dreadnoughts, which is also a gamechanger compared to pre-Dreadnougth battleships (as one would expect!)
4: The AI loves to fit torpedoes to everything. The best way to dodge them is to start turning already if you think they launched.
5: Anything that improves range will typically improve accuracy. A gun with a max range of 40km will be more accurate at 20km than a gun with a max range of 21km. Typically.
6: ...but be careful when adding barrel length, at some point you get diminishing returns and while your belt penetration might improve a bit, your deck penetration will suffer drastically.
7: The AI also isn't exactly the sharpest apple in the barrel, so there's no need to "cheese" and min-max everything to be as OP as possible. You can still win with ships you built because you like the look or the playstyle :)
And I couldn't think of anything else, but 7/10 ain't half bad!
You'd think they'd have the cpu designing and building their ships on A SEPARATE THREAD so that the game doesnt take 7.5 min to load...
Whilst waiting for the never-ending string of updates to quiet down, I've been trying out some of the new US hulls in custom battles. In the 1890 to 1925 time frame which I've worked thru so far, they did give the US some rather interesting new options - the one I'm most grateful for, is the new 1890 battleship hull, such that we have something other than that odd coastal defense "battle barge" as I call it.
Yeah, absolutely! A lot of "gaps" have been filled for the different nations, especially with the new heavy and light cruiser hulls.
Great series I'm starting it today. Thanks for playing usa .ppl always plays Germany or England thanks for playing usa
Smoke interference is a pretty good counter for building fast ships. I must be the only one who looks at the stats of the towers before deciding which funnels to get and only after that decide the viable speed.
I typically just look at how fast the ship can go before cost and displacement goes out of control, and without losing too much operational range.
The "target fast speed" negative modifier to accuracy that the enemy will get is very very valuable, in my opinion.
@@Panzergraf Yeah, that shouldn't really be in game since matching the orientation nullifies that issues especially at longer ranges. You don't even have to match the speed as long as you're in the right ballpark. (Former IFV gunner - conscript)
@@aleks5405 o7 I was a tank gunner myself (also conscript), we used dynamic lead for moving targets though. The Leo2 FCS took care of the calculations. I know there were tables for firing with the FCS off, but we never got to train for that...
I think they just made speed give a flat debuff to accuracy in this game because it's simpler than having different accuracy modifiers dependig on target orientation relative to your own ship's orientation.
I just love that destroyer Design❤
FINALLY!!!! 🎉🎉🎉🎉🎉 Been so Hyped for this
Same!
So far the world has been far too peaceful (in the game, that is!) for there to be an episode tomorrow, but that's about to change.
@@Panzergrafis there any specific goals for the campaign? like fighting each nation, getting the largest guns, largest navy, or anything else like that? (hope to see the iowas or potentially the Montana class in the future)
@@panza_danza I have some vague ideas for goals, but nothing really decided yet. I'll get back to you on that!
I'll most likely get to fight each nation at least once though. Campaigns go on until 1965 now, after all.
I would have gone with the Mk III 13" guns and bumped them up to 13.9" with the modifiers on the battleship class. Usually you can get some pretty good parity with higher sized guns but with less weight and faster reloads. Not sure how much this mod affects that though! Weight is always key for me on my builds because I favor speed over armor, but with the 21kt limit you've got a lot more breathing room.
Oh the horror. Seeing the states merged like that gives me huge uncomfort
Can some one help me to understand how to get these mods to work together for me Naval Arms Race and New Horizons by o Barão plc.
Who does the research on these scenarios and mods.
Spain took five years to build one of the smallest dreadnoughts. The Netherlands never built dreadnoughts or any other capital ship. They looked at building small superdreadnoughts in 1914 and abandoned the program during the war. They needed large amounts of support from Germany when designing and laying down the late '30s battle cruiser.
By 1920, the US had abandoned casemate mounts in the hull. The BB-49 class was designed for 23 knots. The US used the turbo-electric plant in both BB-49 and CC-1 as it gave more reliability and endurance compared to non-geared turbines and improved subdivision in the hull. The largest available gun for the USN in 1920 was the 16" Gun, Mark 2. The US continued to use improved cage masts. The US did not use a 15" gun and it would have taken six or more years to design a gun, design the production tools and produce a prototype gun. The US also used the multi-bulkhead torpedo system starting with the "California" class. The turrets for these classes elevated to 40 degrees. All capital ships were limited by the locks of the Panama Canal and Dry Dock Number 1 (completed 1919) at Pearl Harbor. The US doesn't have twin 5" or 6" mounts in 1920 except when later designed and mounted in the Omaha class scout cruisers from 1923.
So what we have here is a complete fantasy world like Ruel the Seas.
Both this game and RTW are fantasy worlds unless you download the RTW realism mods lmao.
Calm down nerd, this game, like most others, is fantasy. They might be based on real tech, but even then you have to make the game fun enough and balanced enough to play or why bother? Hell, the largest navel gun caliber ever used was what, 18 inches? The base game goes up to 20.9 IIRC. So yeah, chill out, sheesh...
@@imthejman85 Ikr, the OP doesn't realise that this is an alt-history game from the date you take office.
🍔
This mod gives you freedom in building the ships too?
Yes, a little bit more freedom than usual I think, as you can more freely place components without getting absolutely horrible weight offsets and pitch/roll values.
@@Panzergraf that is cool that is how it should be
Can i ask.. when i try to ,,continue,, or ,,new,, campaign the game crashes but custom battles goin.. what options i have to fix it