1.2 (Now 1.3) Naval Combat Complete Guide

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sterrius

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PS: Before we start let me say the part about convoys is still not rdy. I will go for it next week, for now i finished the Big fleet math. This guide was made to be a kind of foundation stone so we can have better and more complete guides later.

This will also not cover most material already posted on the Hoi4wiki.
http://www.hoi4wiki.com/Naval_warfare


I used 1936 ships only.
Mostly because they will be 90%+ of the ships build in any game, sometimes you get some 1940 but the balance of power stays the same. (A 1940 BC will not beat a BB2 in single combat).


No Doctrines unless said otherwise. (Used brazil and argentina that have 0 naval doctrines at start)
No admirals (They mess with the calculation increasing coordination and hit chance).
No manufacturers or military staff (again, they get in the way).


Well, thats said. Enjoy!


Naval Guide
This guide was made to become the foundation stone of future and better guides. It brings lots of testing and math from the defines.lua to find out little details that are spread around tons of topics.

This will also come with a Naval Guide for each Major later. (next 2 weeks).
First lets see what i found in the Lua Files.

Base hit chance = 0.1 (10%)
Minimum Hit chance = 0.01 (1%)

Armor = Reduces damage by 90%
Critical chance = 10% - (Reliability).
Critical dmg multiplier = x5
Critical dmg multiplier bonus = x3 (You get this if your gun pierce the enemy armor)

Torpedo critical chance = 20%
Torpedo Crit. Dmg = x2

dmg randomness = 30% (So if a ship does 10dmg in reality it does between 7-10 dmg).
Cl/DD torpedo range = 4
Chance of CL/DD using a torpedo = 25% (if roll fails they will use their guns instead).

Evasion chance = Evasion Stats x 0.007
Ex: DD evasion 70*0,007 = 0,49 = - 49% hit chance penalty.
That means to reach 100% you would need close to 145 Evasion. (DDIV have 95)

Evasion cap = 0.1 (that would be -1% hit chance, but im very unsure about this as that would make all evasion bonus on CL´s and DD`s mostly useless).

Plane Cap = 200 (max amount of planes that can participate in a run)

There is also details about AA and other details but i was unable to figure out the formula or they matter very little for the results below.

Criticals are very dangerous, even more from big ships and if they pierce armor they get a huge boost.

Torpedos are nice but as you can see there is a fix for spam. This means DD´s and LC´s are not actually good for dmg.

Armor is Huge. But armor is also a upgrade that mostly only work against ships of the same class. Its possible but hard to make for example a BC armor surpass a BB piercing, but it will work wonders vs other BC´s.

Im very unsure about the hit chance but evasion but i don´t think im reading them wrong. (if someone think please warn me and i will edit).


Now lets talk about the ships themselves. This will be a very fast talk só we can go straight to the important information.

Submarines

Submarines are very good against convoys and can get tons of kills if used propely.
Due to how detection in the navy works they work better in small fleets "swarming" a few naval regions, this will increase the chance of them being intercepted.

About combat submarines have a lot of problems:
- They run from capital ships no matter how much you bring. (even the ones without depth charges).
- if you bring them with other ships they make the other ships more prone to flee with them
- Take around 2 days to get into a fight
- Will not defend capital ships from fire.
- Very low HP (10-20-30-35), Enough to run/die from 1 good shot.

With this i found its very hard to build them for that purpose. ITs fine to bring the ones your nation starts with but i would not bother making them if my objective is to sink the enemy fleet.

Destroyers(DD)

Destroyers are the spine of your fleet. They will take fire from all other ships before anyone else protecting your capital ships from fire.

Problem is they only have evasion to help them survive and their HP is quite low. So better destroyers can improve your fleet life much more than for example a better Battleship as this will allow a destroyer to survive more shots.

Their attack of 1.5 with a useless piercing will make sure their guns real dmg is below 1 against anything that is not also a destroyer unless they use torpedos. (Everytime he shoots there is a 25% chance for him to do it).

You should always bring a good number of them, the side who loses destroyers first is usually the side that loses, but becareful, too much destroyers will also mean your fleet will lose its balance and deal very little dmg.

Balance is key here.

Oh. And expect very high casualities. IF 2 large fleets meet expect almost all of them to die to avoid you losing much more expensive ships.


Light Cruisers (LC)

Light cruisers are the key to defeat destroyers. They kill them in droves thanks to his potent gun (8dmg) and torpedo (also 8dmg). The fact it has armor the DD´s can´t pierce make sure they are mostly safe from anything the destroyer can do to him.

1LC can easily kill 4-5 DD´s even without escort.

So just bring LC´s and forget destroyers? not that easy.

While LC´s are nice to kill DD´s they are horrible to hold capital ship fire. Add that to the fact 1 LC = 3 less DD´s and you can easily become too thin in the destroyer quantity.

LC´s need DD´s protection to survive and do their job. They are very specialized.

Vs capital ships his guns are useless, the torpedos can do nice dmg but again, they are always going to be few in numbers and the 25% chance breaks them hard.

Heavy Cruisers(CA)

First capital ship. Good dmg. (can make a DD2 flee with 1 good shot), good range and good HP.
That capital ship is the last line of defense and your first ship to have real teeth.

CA job is to kill DD´s and CL´s and they will do that faster than anyone else. In fact a CA+ DD spam is very effective against other fleets with a bad Screen/Capital ratio.

But don´t start rushing them yet. They don´t have teeth like the big ships and a good proportion of them will make sure the enemy will survive until both sides lose their DD´s. Once that happens the big ships superior firepower will start killing your CA´s one by one.

So you want a good amount of them but not a spam.

Battlecruisers(BC)

First capital ship with real teeth. Mostly because of its range and being close to invulnerable to smaller ships.
Their price is also well balanced (7500) and this turns them into meat grinders of smaller ships being very good at killing Heavy cruisers and CL´s.

Of course if you ignore heavy cruisers and only build them you will become too thin. With hit chance being so low having more guns is usually better and to kill DD`s a battlecruiser is kind of overkill really.

Their real job starts when the enemy destroyers are down.

Battleships(BB)

The real capital ship. Good armor, HP, gun dmg, range etc. Everything is good on them except for the price (10400).

Their only job is to kill CA´s and BC´s. With them being so expensive its easy to overproduce them and get thin on the screen/small capital ships ratio and make those big ones very vulnerable.


Super Heavy BattleShips(SHBB)

If its hard to calculate how much BB´s is good wait for this one. With a 18500 price this monster kills everything in its sight.

He can pierce any other ship and only another SHBB can pierce his armor. He will always run for lack of ORG instead of lacking STR.

Outside of planes its very rare to be able to sink those monsters no matter how much ships you bring.

When fleets get REALLY large. (im looking at you UK, Jap and US) they perform the role of killing BB´s and BC´s.

Carriers (Currently bugged, see below page 1).

King of the sea. Naval Bombers ignore armor making sure even their small dmg is actually quite good.
Also Naval bombers deal a ton of Organization dmg and have a High Chance of Ignoring destroyers and going for capital ships, make sure that if they survive they will be low on ORG by the time the real fight starts.

First make sure to always remember: PLANE CAP = 200/Pass. (Counted each time they fly).

Carriers have lots of bugs and little rules right now so lets go for those.

-> Carriers replenish planes while in combat. So aways have some in reserve. (sometimes it will not do it, so i think this is a bug and im unable to get all the details of the bug) .

-> Organization defines how much planes a carrier can send into battle. Ex: a carrier with 50% org will only be able to send 50% of its planes. (Thats why carriers gets tons of org).

-> Wing bug also affect carrier battles. That means optimum is small stacks of 10-20. This makes Sortie Bonus work AGAINST you as that make your wings bigger and bigger. (So half of naval strike doctrine is useless right now).

-> There is a cap of 200 planes. So more planes act as reserve. (And you should bring them).

-> With the cap the overcrowd bonus start to make sense. Overcrowd is the act of placing more planes than your carrier can carry. This gives a penalty to how much planes you can send.

the trick is that with the cap you can send more planes and still get the 200 cap.

Ex: 4 carriers with the bonus vs 4 carriers without. Lets say they can send 4% less planes for each 10 extra planes above the limit. (2% for the one with naval doctrines).

All of them can carry 100 planes each. Thats 400 carriers. I surpass the cap by 200. If i reduce my efficiency to 50% it means nothing. I would still be able to send 50 of each carrier and meet the quota.

In that example each normal carrier would be able to bring a extra 110 planes.
The overcrowd carrier would bring 220 extra planes.

-> 4 carriers is the optimal number. If you bring a 5º carrier while you can bring more planes it means you are reducing by 20% the amount of planes each carrier can send into combat.

Ex: 6 carriers vs 4 carriers. All 100 plane capacity.

6 carriers my penalty will be -40%. I can bring 50 extra planes on each (total 170) and get a total of -60% penalty. 100 - 60% = 40. 40x5 = 200 planes reaching combat. Total 200 extra planes.

4 Carriers. No penalty. I can bring +120 planes each (48% penalty) and meet the quota of 200cap.
100-48% = 52 plane/carrier x 4 = 208 planes. Total 480 extra planes.

As you can see i can bring a lot more.

PS: Overcrowding still need a little more test, take that hint at your own risk. I will edit this in the next day if needed.


Variants
Variants are very important or useless depending on the fleet. The fact your production is very limited and naval XP is rare in the build up phase mans very few ships will actually benefit from this. So upgrades must be done along with National Focus that give Navy XP and see where it benefits your main fleet the most.

Remember the hints above don´t cover convoy fleets/wolf packs or hunt fleets. Focus on main fleet only.

Lets talk about it.

Carriers -> Deck size is king here. ITs the only reason for Carriers to be in battle.
Reliability can also be useful to avoid criticals but you hardly will have XP for this.

SHBB -> Guns and Reliability are the only things worth placing points.
2 points in armor will make you SHBB immune to a SHBB II guns but only japan can get them before 1944.

BB´s -> Again guns are the most important here with reliability after that to avoid criticals.
3 points in armor makes them immune to other BB´s firepower.
After that reliability to reduce critical chance.

BC -> A few points +chief of staff can make BB´s I unable to pierce them. Reliability is also a good option.

CA-> Guns, guns and guns. No reason to go for anything else. Thiose ships already have a huge number so criticals are not much of a threat anymore.

CL -> Guns.... again.... but not for distance as they will close to use torpedos but because more dmg means you take down DD´s faster.

DD-> Torpedo. Only thing that do real dmg.

Submarines -> Speed -> Any 1knot will help get in battle faster and actually do something. Also increase evasion, the only real defense for subs.

Fleet composition.

Now that we know the role of each ship lets see if we can use this to make a "perfect combo".

First we need to know the ratio of Screens (DD+CL)/Small capitals ( CA)/Big capital ships.(BC+BB+SHBB).

The proportion i found was 33% Big capitals / 33% CA / 33% Screens.

Everytime i started to move from this i started to get more random results or even start losing.

A example of fleet would be. (You would need 30 dockyards and more or less 3 years to make this).
1SHBB = 18500IC
1BB = 10400IC
3BC = 22500 IC
Total Big ships = 51400 (Around 35-40%)

7CA = 32200 IC
Total Small CA´s = 32200 (around 25-30%)

3LC = 10200 IC
39 DD´s = 38610 IC
Total Screens = 48810 (Around 30-35%)

Lets start from above shall we?

Why 1SHBB + 1BB +3BC and not lets say 9 BC´s or 3BC´s + 2BB´s?

Because this way you cover all 3 areas. You will have guns that pierce everything and will not go pretty dangerous on the low number of ships trap.

BC´s dmg on BB´s and SHBB is pretty low, thats why while they excel in taking out CA´s and screens they are unable to lead a fleet. So spamming them will stop working as soon you face a fleet with a few BB´s.

BB´s while have the power are expensive when you start to spam them. They can be easily outnumbered by BC´s + Screens if you make too much of them.

SHBB´s must be done in a very small quantitys. Just enough to beat the enemy BB´s. More than that is overkill and should be avoided.

CA´s work as a transition. Too few and your screens will die first, too much and you have too few capital ships. A balance of CA´s is very important as they will glue screens and capitals to work together. Being the only capital that you can spam you must field quite a lot of them.

LC´s/DD´s ratio is tricky. While 1LC is really just 3 DD´s that will not work well in practice.

I traded LC´s for DD`s and LC´s for CA´s and in both cases leaving the 1-13 ratio was dangerous at least and horrible on most cases.

not bringing LC´s is also a horrible idea, 9DD`s will not bring the same amount of firepower.

Please remember in the end most of your work will be actually fixing the ratio. Most navies start with tons of BB´s and close to no screens or CA´s to defend them. (Case France) or full of screens and little to no Capital ships (Case of italy). Those countrys should focus on fixing their stuff.

Carriers work outside the box. They are the best cost/effective capital ship and against all. If you don´t have a carrier it would be the best investiment for you. As they can easily beat 1-2 SHBB alone by draining their org and also attack smaller planes and sinking them.

So beetween a BB/SHBB vs a Carrier. I would go carrier 100% of the time.



Below there are the screenshots of my tests. You don´t need to see them but if you like to know the numbers here it is.
Ship_showdown_test.png


Ship_Showdown_2_part_1.png


Ship_Showdown_2_part_2.png
 
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Critical chance = 10% - ((100-Reliability)*0.1) (Ex: Reliability 80% will reduce enemy critical by 2%)
Critical dmg multiplier = x5
Critical dmg multiplier bonus = x3 (You get this if your gun pierce the enemy armor)

...

Criticals are very dangerous, even more from big ships. A SHBB critical for example can make a dmg go from 26-46 to 208-368. (x8 as it will pierce anything) This means criticals are a important part of battles and can change everything.

Have you actually tested this is how it works?

The Critical damage multiplier has the following full line in defines:

"COMBAT_CRITICAL_DAMAGE_MULT = 5.0, -- Multiplier for the critical damage. Scaled down with the ship reliability."

This should mean a ship with 90% reliability will not take +400% damage from a critical hit but only +40% more damage...



Evasion cap = 0.1 (that would be -1% hit chance, but im very unsure about this as that would make all evasion bonus on CL´s and DD`s mostly useless).

0.1 means -10% chance, so it means that evasion can't reduce the hit chance with more then this value.
 
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Have you actually tested this is how it works?

The Critical damage multiplier has the following full line in defines:

"COMBAT_CRITICAL_DAMAGE_MULT = 5.0, -- Multiplier for the critical damage. Scaled down with the ship reliability."

This should mean a ship with 90% reliability will not take +400% damage from a critical hit but only +40% more damage...





0.1 means -10% chance, so it means that evasion can't reduce the hit chance with more then this value.

Doing the edit later. Its so much things that its hard to not miss something here and there and ended up forgetting that reliability also reduces critical.

One of the reasons i decided to post, because no guide of that size escapes later edits and test from multiple players that can focus on small parts of the guide.

This is also not the only thing interesting missing. Should add them later. (For example the focus fire hit penalty, dmg penalty when running etc).

Also wants to explain ship stats better.
 
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Sorry to appear as if I only complain. Great work compiling this guide!

I also spotted another thing in the comments in the defines:

"COMBAT_DAMAGE_RANDOMNESS = 0.3, -- random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10."
 
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Sorry to appear as if I only complain. Great work compiling this guide!

I also spotted another thing in the comments in the defines:

"COMBAT_DAMAGE_RANDOMNESS = 0.3, -- random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10."

First no problem at all. I thank you for hunting down problems in the guide already o/.

about the quote above that is in the guide already >).

dmg randomness = 30% (So if a ship does 10dmg in reality it does between 7-13 dmg).
 
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-> Wing bug also affect carrier battles. That means optimum is small stacks of 10-20. This makes Sortie Bonus work AGAINST you as that make your wings bigger and bigger. (So half of naval strike doctrine is useless right now).

I have a feeling this is not really explained in depth. What is the wing bug and why does sortie bonus work against you? My previous understanding was that sortie effectiveness just increased the overall effectivness of the planes.
 
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I have a feeling this is not really explained in depth. What is the wing bug and why does sortie bonus work against you? My previous understanding was that sortie effectiveness just increased the overall effectivness of the planes.

1-> Sortie efficiency is the amount of planes the carrier can launch at same time. Base is 50% meaning they will launch half of its planes without doctrines and the others are gonna sit and wait them to come back.

Wing bug is something that comes from the air combat. It makes small wings more effective in combat and win against bigger wings.
Thats why there is right now in the game a Spam of players using wings below 100. (The perfect size would be around 15 but most avoid that to avoid too much micromanagement).

So by increasing your sortie. Your wing becomes bigger and with this you become more and more vulnerable to smaller wings.
 
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nice work. gonna try to test it in my next MP game.
but i was wondering is it viable to just build 4 basic carriers and put only fighters on them to chancel out good hostile carriers? or will some nav-bombers always slip past and be op? also what carrier-plane variants do you suggest?
 
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nice work. gonna try to test it in my next MP game.
but i was wondering is it viable to just build 4 basic carriers and put only fighters on them to chancel out good hostile carriers? or will some nav-bombers always slip past and be op? also what carrier-plane variants do you suggest?

yes. Carriers full of fighters while they will not stop the first attack but they will stop future attacks by killing the enemys :). MAybe a 80% fighter / 20 % nav bombers should be nice and at worst case scenario slow down the enemy carrier dmg.

Im still testing Fighter / Nav Bomber.
I might have encountered some bugs (I placed my suspicions on the bug report forum). But on the next day im going to actually hunt for those and update the guide >).
https://forum.paradoxplaza.com/foru...riers-broken-and-other-naval-problems.970845/

Here is the bug report i made.

But im trying to find out if this is really a unique case or i can reproduce it everytime i want. (Trying other ways to test this).

The thing i most want to figure out is how the replenish during combat works. Sometimes it works for one side but not the other and i don´t know why. (maybe because of the AI off? don´t know).

When this happens it totally kills the battle because one carrier will be sending dozens of planes each day while the other team stays at 0 with full org carriers doing nothing.


After doing convoys and figuring out carriers i plan to make country guides and also place them here. As starting a navy from 0 is one thing. Getting one and making it work better vs your opponent is another.

Even more if he also reads the guide and is using your info against you. Make things interesting.
 
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Great work! Really informative!

Looking forward to your country-guides! In most games - especially MP - you are simply restricted in research: so you can't go for all the things. Looking forward to your insights there!

Keep it up!
 
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SHBB II guns but only japan can get them before 1944

Just played an MP game as GER where my ally Fascist Sweden was producing 1944 SHBBs by 1939. Sweden may be ahistorically OP as is usually the case in PDX games, but I'm sure other minors can do it too.

Also just to make sure I understood you, I must ask: say you have a CV with enough deck size to accommodate 100 planes without penalty. How many aircraft in total would you put on such a carrier?

Furthermore, isn't 5 CVs better than 4? The penalty from having 5 means it's the same as having 4, but you have a higher chance of engaging the enemy faster since you have an extra carrier in the fray, do you not? That, and more planes. Or this is what I've been told anyway.

Of course, usually you should be investing the NIC elsewhere (say, on more CAs).

EDIT: I've also been told that if you establish air superiority in a sea zone, the enemy's CAGs can't take off. Any truth to this?

Because I think they can still take off, but with a malus. Please correct me if I'm wrong.

PS. Great thread, packed with information I've been looking for for a while now. Like Fyras said, keep it up! :)
 
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Another great guide Sterrius! Lots of effort researching this area that really needs attention so we know what we are doing! Thanks, looking forward for the finished country and convoy additions.

I just assumed an overcrowded carrier was bad, so I never did it, but you say its always worth it? By how much? I found the carrier section a little confusimg.

I have tested running 100% cv fighters and they seem to sink ships and destroy planes. Also the replenishment explains why i could shoot down more aircraft than fit on hostile carriers.
 
Furthermore, isn't 5 CVs better than 4? The penalty from having 5 means it's the same as having 4, but you have a higher chance of engaging the enemy faster since you have an extra carrier in the fray, do you not? That, and more planes. Or this is what I've been told anyway.

You are basically throwing away resources and IC to build an extra carrier, that can be put towards other ships.
 
I found a game breaking bug while testing carriers. (Using carrier IV with 104 slots and L. Fighters + Nav Fighters 1940 version).

Replenishing during combat is totally BROKEN!
I can´t even test overcrownd with the game as it is now.

The game replenishes the forces every 12 hours it seems (A little more or less depending on circunstances).
But the reinforcements NEVER STOP.

The results of the game are LYING to you. I had a naval battle where the losses where around 2k Planes! All from Carriers. (Magic carrier Land).
Thats why i was seeing replenish stopping, because the stockpile reached 0 and where unable to reinforce anymore.

Here is the proof in 4 screenshots showing the before and after.

Before greece vs france (30 BC´s + 4 carriers each). Stockpile of each country.

39B28D59BF1E075342079E3E48D8EB68BFC0A46E


7BCF416E6194BB8D18FBE3C60643FB371CD5243F


After battle. Look at the stockpile.

8C662237ACB2748B0DE06E49D0422E4B0EF1A5A4


741D81677A3CFF04A3A1A2BACA6D7D998C56B180



Total losses: 2200 Fighters (FRA) + 1000 Naval bombers / 1600 Naval bombers (Greece).
IT was a Fighter + Naval bombers (FRA) vs a Full Naval bomber (Greece).

Full Naval bombers are working better because they can replenish as long you have planes.
If not for that fighters would have made short work of them as they start winning but Naval bomber spam wins by atrittion.


Not even the US can afford this kind of losses.

For now i see no reason to test anything else with carriers.

My recommendation is to have around 2000+ Naval Bombers before you go to war with a carrier. Try to heavily upgrade them and L. Fighters will have no chance and even if they do the dmg will already be done.

But remember the battle above was a "fast" one when using large fleets. I can easily see a US vs JAP using 3000+ planes in their showdown in the pacific. With the one having better planes winning the outcome.

You can reduce your losses getting agility bonuses and improving the plane but even them you will face heavy losses.


To test naval combat like they should work i need to make the exactly amount of fighters/naval bombers each time i want to test. Very boring stuff and its gonna take a while. (and all that data will be useless until they fix this). Reason im waiting for a fix now on carriers before going deeper on them.
 
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Great work @sterrius :). A bit 'read out' at the moment, but will give it a look later. Nice comments as well @Alex_brunius :).
 
I found a game breaking bug while testing carriers. (Using carrier IV with 104 slots and L. Fighters + Nav Fighters 1940 version).

Replenishing during combat is totally BROKEN!
I can´t even test overcrownd with the game as it is now.

The game replenishes the forces every 12 hours it seems (A little more or less depending on circunstances).
But the reinforcements NEVER STOP.

The results of the game are LYING to you. I had a naval battle where the losses where around 2k Planes! All from Carriers. (Magic carrier Land).
Thats why i was seeing replenish stopping, because the stockpile reached 0 and where unable to reinforce anymore.

Here is the proof in 4 screenshots showing the before and after.

Before greece vs france (30 BC´s + 4 carriers each). Stockpile of each country.

39B28D59BF1E075342079E3E48D8EB68BFC0A46E


7BCF416E6194BB8D18FBE3C60643FB371CD5243F


After battle. Look at the stockpile.

8C662237ACB2748B0DE06E49D0422E4B0EF1A5A4


741D81677A3CFF04A3A1A2BACA6D7D998C56B180



Total losses: 2200 Fighters (FRA) + 1000 Naval bombers / 1600 Naval bombers (Greece).
IT was a Fighter + Naval bombers (FRA) vs a Full Naval bomber (Greece).

Full Naval bombers are working better because they can replenish as long you have planes.
If not for that fighters would have made short work of them as they start winning but Naval bomber spam wins by atrittion.


Not even the US can afford this kind of losses.

For now i see no reason to test anything else with carriers.

My recommendation is to have around 2000+ Naval Bombers before you go to war with a carrier. Try to heavily upgrade them and L. Fighters will have no chance and even if they do the dmg will already be done.

But remember the battle above was a "fast" one when using large fleets. I can easily see a US vs JAP using 3000+ planes in their showdown in the pacific. With the one having better planes winning the outcome.

You can reduce your losses getting agility bonuses and improving the plane but even them you will face heavy losses.


To test naval combat like they should work i need to make the exactly amount of fighters/naval bombers each time i want to test. Very boring stuff and its gonna take a while. (and all that data will be useless until they fix this). Reason im waiting for a fix now on carriers before going deeper on them.
It seems obvious that you are correct that the carrier replenishment system breaks naval combat. Identifying a problem is half of the solution. Convincing Pdx that it is a problem is the second half and finding an alternative mechanic is the 3rd half.

We can leave that third half strictly to the designers or we can come up with some reasonable proposals. Here is the solution as I see it but others may see it differently.

I see two possibilities. The first is to check whether the fleet is currently in combat and allow no replenishment if it is. The second possibility would be to allow only 10% of a carriers max air contingent to be replenished in each 12 hour cycle, whether or not it is in combat.

I do not know how feasible it is to program either of the above, but I think either would be an improvement.
 
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Carriers plane reinforcements during combat was not how it worked during 1.0 or 1.1, so it is clearly a bug. Report with savegame and we can work together to get the devs attention and priority to fix it.
 
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oh wow... so my first idea to make a basic fighter only carrier to cancel out the enemy mixed carriers is clearly not viable.
So its seams to have a massive stockpile of nav-cv with +5 agility is the way to go for now?
thats making me wish that carriers should be nerved hard.