Ship Equip Guide! (Image Heavy )

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sterrius

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This post is mostly to give you some ideas about how to equip your ships.

Im going to post a ship. Why i made it that way and what mission its going to cover.
This topic is to help players overwhelmed by the system in giving them a "North" they can use to improve and understand what they actually need in a ship for it to do a mission.

but first some warnings.

1-> I used 1940 Designs for everything! Why? Because its a good year where powerhouses like US and Japan are still at peace in the sea building up while its a research UK , germany and Italy can also reach even during war.

So don´t get mad if your 1936 version is not living up to the task, as long you follow the idea you will be fine.

3-> How to unlock X Part?

AA -> AA from the Artilhary tech tree.
Radar -> Radar technology (really? ^^)
Fire Control -> on the tech discount tree.

Everything else you will find on the navy tech tree. Where you get the ships.

4- > Some Ships are Specialized for Deep Ocean, others for Archipelagos. This is mostly a Cruiser thing. BB´s also have a problem in archipelagos while DD´s have a problem in the deep ocean.

5 -> Most of those designs are for Majors. If you can´t afford 5-10 shipyards you might have to cut down the cost as even DD´s are way more expensive compared to previous versions.

6-> Remember im not posting every possible combination. Just some quick setups. Not all versions are specialized to min-max and every country needs a particular setup. (Italy for example don´t move much outside the mediterran, so you don´t need speed for example and can benefit from slower but powerful ships).

While a USA or Japan don´t have the luxury of having a ship that takes forever to cross the pacific.....


So Lets start. From Smaller to Bigger.


Submarines -> Submarines are quite easy to build actually, so there is not much to go wrong here. But a major might want to specilize your subs so here we go.

DOOMSTACK SUB -> The name says everything. This Sub is meant to follow a Strike Group and help the battle. 82 Torpedo Attack make sure everything is going to fear those bad boys.

Why engine 1? Because they are following BB´s and SHBB´s that are also slower. Also the extra speed gives a pitiful value to retreat so don´t bother increasing the price of your sub for this.

Also no point in hiding, there will be so much radars that hiding is impossible. So just focus on killing and prepare to lose quite a bit of them.

And if someone forget to bring depth charges. Prepare to kill a LOT of units.

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ANTi-CONVOY/RAIDER SUB

Now Speed, Fast Kills and Stealth is Everything.

Snorkel vs Radar -> Tough choice. You Might want to have a Half/Half Production using the Snorkel ones in dangerous waters (EX: Europe ) while using the Radar ones into safe zones.

Don´t use radar III or IV. The extra detection is not worth the price. Stay at Radar I or II.

Convoys have 60 HP so you actually need to make sure they will die in one shot.

But for Safe Zone subs you can cut costs quite a bit. (A radar II + Torpedo I sub will cost only 570 compared to this version of 830).

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Minelayer SUB ->

Cheap is key. The Snorkel is cheap enough that is not worth ignoring it. But you surely can save on the Engine saving not only IC but also FUEL. (30% less fuel usage compared to Engine III) .

The torpedo I is mandatory so they can still be used to raid on safe zones where the convoy will have 0 help.

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Destroyers -> This one by far have the most variants as DD´s fill the role of scouters, raiders, protectors, etc etc etc. Here are some ideas.

PS: They are bad in the Open Ocean suffering -50% Attack / Defense and Movement. SO BEWARE.


ScouT DD - > Essential to find things, but useless for anything outside of that. Its cheap, easy to replace and should be set to avoid combat at all costs.

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Multi Purpose DD (Expensive Main Fleet DD) -> This DD is made to do Everything. If you go this route no need to have multiple versions.

The AA will help your fleet stay safe from planes. Giving -15% Plane Dmg to it.
Depth Charges are going to kill most subs quickly.
they can Kill another DD with 5-7 hits.
Torpedos make sure capital ships will fear this DD if they find themselves without screens.
They can be used as scouters too.

They also do some little dmg to cruisers as they have 2 Piercing. (28% dmg vs armor 10 instead of 10% dmg).

The only problem of this model is its price. 2000 IC is not something everyone can buy.
This DD is mostly a USA and Maybe Japan only DD. Other nations will benefit more by cutting costs and making more specialized versions.

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"Cheap" Main Fleet DD


Without a Radar or Sonar they are never going to find anything, but they don´t need this in a Strike group. Also no need for Engine III. Making sure you can focus all your IC on Damage.

Its much less expensive that way, but its useless on its own.

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Escort DD

Those ones are made to defend your convoys. That means Radar and Sonar are mandatory to max.
Damage should still be kept above 5.0 in case the enemy tries to raid you using DD´s, but torpedos are not necessary.

(If they bring a Cruiser/BB you need to come with something else, DD`s alone are not cost effective vs those).

AA again at 5.0 as they can be target of CAS and NAV´s coming from the continent.

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RAIDER DD

Lets say instead of Subs you want to use Destroyers. Its a valid strategy that can get a lot of players by surprise.

For those you can have this version. Radar can be cheaper as you're the hunter not the prey. And mass guns make sure you will outgun pretty much any DD they bring to the table.

Torpedos also make sure you will have the advantage. And a Engine to run if needed.

Only disadvantage of this is not being able to fight Submarines. Otherwise it can even reinforce a main fleet in a emergency.

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Torpedo Boat/MeatShield DD

As cheap as you can get while still having a use as a torpedo boat.

USeless outside of a strike group but in a main fleet still have its uses as a target and torpedos are dangerous no matter how low you go.

PS: Never go like this in a 1918 version. They only have 25HP so its never worth to even build them....

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Cruisers are quite expensive (2000+ the hull) so you don´t want them to be limited in purpose or have a weakness that can be easily exploited. Reason you don´t have that much variation.

But they do have 2 versions. One for Deep oceans (using a heavy turret) and one for Shallow waters (using only Light turrets). This make sure the cruiser does not receive a penalty when battling on those type of waters.

Shalow Water Steel Cruiser (For ARmor III Chromium version change armor and add a Engine III)

WARNING: This Cruiser receives a -25% Attack/Defense and Movement in Deep Ocean.

Example of Shallow Waters for optimum performance: Norway Coast, Austria/ITaly Coast, Upper Baltic Sea, Danish Sea,

Example of Deep Ocean Waters -> Cap Verde Plain, Central atlantic, Pretty much 90% of the pacific, even the ones with some japanese/US islands. Etc


This cruiser does not use Chromium to build and it have a ton of firepower made to kill destroyers easily. At 33 knots its also pretty fast for a ship of its class and torpedo attacks still make him a threat vs capital ships.

This Cruiser is supposed to be a buffed scouter. That will join the fight once it find the enemy. Also it will help DD´s to quickly locate subs for your DD´s in the main fleet. (reason he don´t have depth charges).

You can Remove the plane but i find 150IC not that expensive if you're already spending 4000+ IC.
But i did saved on the secondary battery mostly because the damage is already enough to kill a DD in two Shots. Adding more damage is not going to change this.

The main Difference in armor I, II and III. Is that Armor III cost 1 Chromium and add a ton of speed debuff.

Armor I vs II don´t have much a difference. ITs very easy to get 8 Piercing with a cruiser. So no point trying to have that much armor when 6 is already enough to defend you from DD´s. And +2 armor is not gonna make much a difference (8% Dmg difference).

Radar II > Radar III here mostly because the +5% buff is not worth the price and radar II already give a good scout bonus. Sonar is mostly to help Destroyers. (Change to Sonar I or Fire Control 0 to save a little more IC).

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Ocean Cruiser (Chromiu version, for Steel version just remove armor and downgrade engine).

WARNING: This Cruiser receives a -25% Attack/Defense and Movement in Shallow Waters.

The logic is pretty much the same as the cruiser above. Only difference is that you're using a Heavy gun now meaning the ship now faces a penalty in shallow waters.

Now the secondary gun comes into play as they keep the ship 2 shotting DD´s. As you had to trade light attack for that heavy turret.

Again the main question is if you're willing to spend Chromium or just use steel. Also deep ocean version is a little more expensive.

But remember this version is actually a little stronger compared to the one above. As long you avoid some very specific regions you should give a preference for this type even in Europe. (Ex: Both Ships have no penaltys in the coast of Egypt or Sicily).

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Battleships, Battlecruisers and SH Battlecruisers.

The key here is ARMOR. Every armor have a different cost in Steel and Chromium.

So you either go Armor I Battlecruiser (That cost 0 steel/chromium) and ignore armor already counting it will be pierced and save 600IC or you go max armor and pay the 1 Chromium + 2 Steel.

but in my opinion for a ship that is easily going to cost above 5000IC you better go full crazy on the ship.
So here is the Expensive BB and the cheap BB.


Multi Purpose BB.

this is the Expensive version. At 14000IC you better have a good economy to build this.

The ship can do pretty much everything from finding enemys to fighting.

Beware that for every extra gun you lose a lot of speed. And this is mostly a mid pacific/Atlantic ship. Meaning it will have to actually to move quite a bit before going to combat.

AA is buffed to give it a better defense vs planes.

And it does have a ok number of light attacks too, so beware DD´s and Cruisers because he can fight those too.

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Multi Purpose Battlecruiser.

As Cheap as you can go BB Related. 5000 less IC for a Battlecruiser that while its not fast it does not lose that much firepower compared to a BB.

But its 20 armor is dangerous close to what a cruiser focused on heavy guns can pierce. (But those are very very expensive so don´t worry too much about it).

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SH BB Exterminator Class.

If you're using this monster whats the point of saving IC on a cheap engine or less guns? You are slow no matter what you do. Go Crazy, no point going cheap with this hull.

The damage is absurd and 55 armor means this armor is going to work even vs himself. (And you can buff with advisors up to 77). So good luck trying to shoot this down without planes. (that also are nerfed due to 10AA).

It can 4 Shot a BB and 2 Shot everything else.

Avoid using AA. The +2% increased cost does make quite a bite here.

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Carriers -> Not much to tell.... place hangars, Place a AA, and place a gun and a engine.
There is not much to go around here.......
 
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If we refit WW1 hull (I know, I know - not efficient and stuff, but, hey, roleplay reasons), is there sense to put on it catapult plane? I mean, I want to refit Soviet battleships to battlecruisers (something like project of "Frunze" refit) on 1936-40 level, well, more or less so. So, as that anyway would be ships for "internal use" on Baltics and Black sea/Mediterranean, and I have the choice between catapult plane and another turret. As nothing stops me from adding a radar later, does the plane worth it?
 
Thanks, this is very helpful.
After fooling around with different countries I just did my first "serious" playthrough with MtG as Imperial Germany and actually got to 1940+ ship designs. Channeling my inner orc I just followed the tried and true maxim of more guns=more killy and slapped the maximum amount of light cruiser batteries on the 1940 hull. I ended up with a """light""" cruiser costing ~6000 IC and consuming 90 steel to build, guess it's not the optimal approach. Seeing how your "steel cruiser" is apparently enough to 2-shot DDs, is there any actual point in stacking light attack any higher? Also, does your "chromium cruiser" count as a CA or is it still CL?
 
Nice Guide thanks!
Is it possible to save templates, so you don't have to Make new ones everygame? (Not for free..but Like you can import them and have to spent the XP)?
 
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This is neat, thanks for making it. One thing I would point out, your Light Cruiser (cruiser with 6" gun) is a screen, while your Heavy Cruiser (cruiser with 8" gun) is a heavy ship.
 
This might be a noob question but what happened when you stack 3 depth charges on the DD is that going to help kill subs faster?
I would certainly think so. It would add more sub attack so it might kill higher level subs faster
 
If we refit WW1 hull (I know, I know - not efficient and stuff, but, hey, roleplay reasons), is there sense to put on it catapult plane? I mean, I want to refit Soviet battleships to battlecruisers (something like project of "Frunze" refit) on 1936-40 level, well, more or less so. So, as that anyway would be ships for "internal use" on Baltics and Black sea/Mediterranean, and I have the choice between catapult plane and another turret. As nothing stops me from adding a radar later, does the plane worth it?

To be fair i still don´t tinkered around with refits, mostly because outside of changing guns people area saying its not worth to change the armor or engine.

The plane is quite useful to find things and avoid things if you wish to stay quietly. IM yet to make a guide about finding/avoiding stuff. Specially now where you can actually see the data. (i Made one for 1.0-1.5 hoi because the data was mostly hidden, not the case now).

As you are going for a very restricted area it might be ok to give up all Speed and go full attack and use a light ship to do the scouting instead.
Its very case by case ^^.


This might be a noob question but what happened when you stack 3 depth charges on the DD is that going to help kill subs faster?

Yes. But usually one is enough to two shot a submarine of the same age meaning its rarely needed to have more than 1.
At most use 2. (1 shot/kill)

The key is too look the submarine HP and see how many hits you need to do to destroy it. (Its very simple 1 damage = 1 hp ^^). That way you don´t have to spend more than necessary.

How to build standard to screensship and capital ship?

you are meaning about a fleet? This can change quite a bit depending on the country reason i tried not to delve too deep into this.

I also need to play more to know what each country full potential on naval will be before trying to make a country naval guide ^^.

But for those wanting to test. Usually USA and UK are the ones you need to play first.

USA have the most production so he can do anything they want. So its just a matter of finding out the maximum you can go without sacrificing your land/air.

UK is all about spending as little as possible on Naval but still doing the job.

Both are the targets you need to beat as axis. So first you need to understand their full naval potential before even trying to NAval Japan/Germany,
 
Thanks a lot, this is very helpfull Sterrius
 
How to build standard to screensship and capital ship?
Destroyers I don't double up on anything so I can add mine warfare. Best sonar and depth charges I have, best torpedoes I have, some guns and AA. Half my DDs get minesweeping gear, half get mine rails.

Light Cruisers I'm torn. They are twice the cost now in 1.6 so it's harder to get an all CL screen, so they might not need antisub gear, and may not need torpedoes as much. Or will they?

Playing USA right now so haven't even researched heavy hulls and may not, and just turn out Heavy Cruisers. Guns, radar and floatplanes baybee. :D