Masters of the Mediterranean - Multiplayer Event 10 + 11 March!

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

reticent_bassis

Second Lieutenant
29 Badges
May 2, 2008
114
23
  • Stellaris - Path to Destruction bundle
  • Darkest Hour
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
I'm truly amazed at how both the English and Japanese navy's got foiled by a small number of submarines. It seems that either no one knows how to defend against submarines with Convoy Escort DDs, Scout Plane CLs, and Strike Force DDs OR Submarines are overpowered with invisibility.

Perhaps it was too easy for the Masters to cut off most of the oil supplies of the world, but GB should have had an easy time trading Oil with USA - thats not too many sea lanes to defend.
 

Midgeman_Official

Private
Community Ambassador
Jul 17, 2020
22
598
Nice event, though i liked the UK vs Germany event more.
Still it was awesome to see what the influencers were able to do.

Though i doubt they would have had any chance if Daniel did not go rogue.

I would love to see a mod featured in the next event, that would also be a major show of appreciation for the modding community.
Kaiserreich could be fun, but is so heavily scripted that i doubt a fun scenario could arise from it.
My favourite for an event like this would be "Old World Blues" the Hoi4 Fallout mod.

Since influencers and devs both focus their experiences on the core game this conversion might get some more spicy gameplay.

Might even be a three way...
Or Paradox devs + Influencers VS OWB Developers

Mods could be something we look at for future events , but it can get a little tricky. For example, You'll be very unlikely to see the OWB mod on the PDX channel. We love the mod, but Paradox do not have the IP for Fallout and that could cause some serious issues!
 
  • 3Like
  • 1
Reactions:

MordredViking

Community Manager
Paradox Staff
Moderator
117 Badges
Nov 29, 2009
1.532
1.174
  • Ship Simulator Extremes
  • Cities: Skylines - Snowfall
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Impire
  • Sword of the Stars
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: Field Marshal
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Pillars of Eternity
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • East India Company Collection
  • Europa Universalis III
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
I'm truly amazed at how both the English and Japanese navy's got foiled by a small number of submarines. It seems that either no one knows how to defend against submarines with Convoy Escort DDs, Scout Plane CLs, and Strike Force DDs OR Submarines are overpowered with invisibility.

Perhaps it was too easy for the Masters to cut off most of the oil supplies of the world, but GB should have had an easy time trading Oil with USA - thats not too many sea lanes to defend.
I actually think that submarines are in a really good spot-balance wise at the moment. It's possible to counter submarines without sinking them just by having a lot of destroyers. The key for us in this game Vs the UK in particular was simply positioning. I was able to keep one step ahead of Bratyn with placement, and Bo taking Greenland was massive as it was an advanced naval base to cut UK / US trade.

Actually sinking submarines can be more difficult, but they were starting to really damage me in the latter part of the game as ASW caught up with my Submarine tech (bear in mind I also invested *very* heavily in them!).
 
  • 4
  • 1
Reactions:

Sbrubbles

Colonel
17 Badges
Jan 6, 2014
1.021
2.319
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Pillars of Eternity
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
I actually think that submarines are in a really good spot-balance wise at the moment. It's possible to counter submarines without sinking them just by having a lot of destroyers. The key for us in this game Vs the UK in particular was simply positioning. I was able to keep one step ahead of Bratyn with placement, and Bo taking Greenland was massive as it was an advanced naval base to cut UK / US trade.

Actually sinking submarines can be more difficult, but they were starting to really damage me in the latter part of the game as ASW caught up with my Submarine tech (bear in mind I also invested *very* heavily in them!).

There are also a lot of sometimes opaque mechanics around finding submarines with patrols (which, aside from planes, is the main way to actually kill them), and I'm not sure the UK player was making use of them. Specifically, getting spies and naval infiltration is huge, as is stacking detection into a single ship to patrol by itself and being on top of radar tech.
 

MR2

Political Operative
22 Badges
Apr 21, 2004
744
649
  • Steel Division: Normandy 44
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Arsenal of Democracy
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Magicka 2
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
I actually think that submarines are in a really good spot-balance wise at the moment. It's possible to counter submarines without sinking them just by having a lot of destroyers. The key for us in this game Vs the UK in particular was simply positioning. I was able to keep one step ahead of Bratyn with placement, and Bo taking Greenland was massive as it was an advanced naval base to cut UK / US trade.

Actually sinking submarines can be more difficult, but they were starting to really damage me in the latter part of the game as ASW caught up with my Submarine tech (bear in mind I also invested *very* heavily in them!).
In order to up my naval game, I watched your first practice session as Greece. You gave advice to your chat questioners - thanks for confirming such sage advice.

I found your Cruiser (Recon) Sub idea fascinating. How did that work out and do you recommend that as a general sub war tactic? While I prefer the stealth aspect of snorkels v radar for subs - I realize you have to find the fleets in order to sink them. Hence, the importance of Naval intel, patrols, and scout planes. As you upgrade Radar, do you upgrade your surviving subs or just switch production?
Do you deploy Recon subs in separate fleets from Attack subs? Number of subs per fleet? Ratio of fleets per seas zone? Engagement setting for Recon v Attack?

Wow, so many questions - maybe you should do a Sub/ASW training video... ;) I enjoyed your first practice session and plan to watch the second.
 

Gort11

Field Marshal
84 Badges
May 22, 2011
4.553
3.764
  • Victoria 2: A House Divided
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Tyranny - Tales from the Tiers
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Stellaris
  • Victoria 2
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
There are also a lot of sometimes opaque mechanics around finding submarines with patrols (which, aside from planes, is the main way to actually kill them), and I'm not sure the UK player was making use of them. Specifically, getting spies and naval infiltration is huge, as is stacking detection into a single ship to patrol by itself and being on top of radar tech.

Yeah, I'd say it's this. You have to do a number of pretty specific things to actually sink submarines, but to employ submarines effectively is a lot more straightforward.
 

MordredViking

Community Manager
Paradox Staff
Moderator
117 Badges
Nov 29, 2009
1.532
1.174
  • Ship Simulator Extremes
  • Cities: Skylines - Snowfall
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Impire
  • Sword of the Stars
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: Field Marshal
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Pillars of Eternity
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • East India Company Collection
  • Europa Universalis III
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
In order to up my naval game, I watched your first practice session as Greece. You gave advice to your chat questioners - thanks for confirming such sage advice.

I found your Cruiser (Recon) Sub idea fascinating. How did that work out and do you recommend that as a general sub war tactic? While I prefer the stealth aspect of snorkels v radar for subs - I realize you have to find the fleets in order to sink them. Hence, the importance of Naval intel, patrols, and scout planes. As you upgrade Radar, do you upgrade your surviving subs or just switch production?
Do you deploy Recon subs in separate fleets from Attack subs? Number of subs per fleet? Ratio of fleets per seas zone? Engagement setting for Recon v Attack?

Wow, so many questions - maybe you should do a Sub/ASW training video... ;) I enjoyed your first practice session and plan to watch the second.
Great questions :)

The golden factor for countering submarines is screening efficiency. If you spot a submarine engagement, check to see the screening efficiency covering the convoys (if any), torpedo to-hit chance is directly correlated. 100% efficiency, 0% hit chance. 50% efficiency, 50% hit chance. Every point of torpedo attack (the stat) is 1 shot. Screening Efficiency is also true for Naval Battles in general, if you have torpedo-equipped ships, they will *only* be effective if your enemy's Screening Efficiency is low, either because of bad task force composition (they have too few destroyers), you have ships dedicated to killing enemy screens (generally Light or Heavy Cruisers armed with light weapons), or they've doom stacked and have fleets which are far too large (inflicting a pretty hefty Screen Efficiency penalty).

This means if there is 100% screening efficiency, then no matter how many submarines there are you will *not* sink *any* convoys. Hence I also had Naval Bombers to hit enemy screens, to reduce screening efficiency.

The second factor is escort efficiency - that's the speed at which destroyers will respond to a call for help from a convoy. Fleet in Being has excellent escort efficiency while Trade Interdiction is terrible (hence at the start of the MP game, I confirmed that Bo was going to build destroyers, as that told me I could focus on my subs and take Trade Interdiction). I know Convoy Raiding Efficiency also plays a part, but I think that's more to do with having enough Submarines to properly cover the zone / convoys passing through rather than spotting. Not entirely sure on this.

Now, regarding Cruiser Subs it gets a lot more complicated. Submarines do still need to spot a convoy to intercept. Surface Spotting (Surface ships and Subs have this), Naval Intel and Naval Intel Efficiency (on a per-Naval region basis and done by air recon generally) all factor. Regular submarines are not great at spotting, hence I made a big deal about getting Scout Planes up in the air as soon as possible. Heavy Fighters and Tactical Bombers are also acceptable at this task. For areas outside of air coverage you'll want either Surface spotters (Cruisers with radar / float planes) or Cruiser Submarines armed with Float Planes (the only sub class that can use them).

Regarding quantity, Cruiser Subs are significantly more expensive and also easier to spot by enemy escorts so you do need to be careful with them. You could do a separate Task Force with cruiser subs set to Do Not Engage, though I think that would only spot a single naval region, or you can add one to a regular raiding task force, but then I'd make sure they use Snorkels. One thing I forgot when doing my test run is you can manually set classes for different ships (the turret, shield, skull, etc icons in the ship designer). Set a different icon for the Cruiser Subs Vs the Regular Subs and you can control how many are automatically added to a Task Force.

One thing I should add regarding Greece in particular, and their Cruiser Submarines. Greece has the Mediterranean Design Company which decreases range by -50% and cost by -25%. What I did was apply the designer *after* I got the focus which gave me cruisers. This way I had super-long range, expensive cruiser submarines to attack any tough to reach areas while my Sub 3's were researched *after* the designer so they had poor range but were cheap and could be mass produced. Thankfully we didn't come up against heavy naval bombing else the range could have been more of a problem, and when we did start to face some, I added snorkels to counter.

Once at war, I don't generally refit submarines as I find its more important to just get more ships out, especially if you're trying to cover large areas or multiple theatres as I was with Greece. The only exception would be if I was losing a lot of vessels to good enemy escorts then I'd refit with Snorkels. Radar's not normally worth it unless you have excess capacity or are lacking manpower.

Edit- Oh, last thing! Engagement Risk matters a lot for submarines, far more than for any other task force type. Low means they will target only convoys and will run if they see destroyers. Medium means they will engage vulnerable capital ships and convoys, and High means they will even try to hit destroyers.
 
Last edited:
  • 7
  • 1
Reactions:

MR2

Political Operative
22 Badges
Apr 21, 2004
744
649
  • Steel Division: Normandy 44
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Arsenal of Democracy
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Magicka 2
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
Great questions :)

The golden factor for countering submarines is screening efficiency. If you spot a submarine engagement, check to see the screening efficiency covering the convoys (if any), torpedo to-hit chance is directly correlated. 100% efficiency, 0% hit chance. 50% efficiency, 50% hit chance. Every point of torpedo attack (the stat) is 1 shot. Screening Efficiency is also true for Naval Battles in general, if you have torpedo-equipped ships, they will *only* be effective if your enemy's Screening Efficiency is low, either because of bad task force composition (they have too few destroyers), you have ships dedicated to killing enemy screens (generally Light or Heavy Cruisers armed with light weapons), or they've doom stacked and have fleets which are far too large (inflicting a pretty hefty Screen Efficiency penalty).

This means if there is 100% screening efficiency, then no matter how many submarines there are you will *not* sink *any* convoys. Hence I also had Naval Bombers to hit enemy screens, to reduce screening efficiency.

The second factor is escort efficiency - that's the speed at which destroyers will respond to a call for help from a convoy. Fleet in Being has excellent escort efficiency while Trade Interdiction is terrible (hence at the start of the MP game, I confirmed that Bo was going to build destroyers, as that told me I could focus on my subs and take Trade Interdiction). I know Convoy Raiding Efficiency also plays a part, but I think that's more to do with having enough Submarines to properly cover the zone / convoys passing through rather than spotting. Not entirely sure on this.

Now, regarding Cruiser Subs it gets a lot more complicated. Submarines do still need to spot a convoy to intercept. Surface Spotting (Surface ships and Subs have this), Naval Intel and Naval Intel Efficiency (on a per-Naval region basis and done by air recon generally) all factor. Regular submarines are not great at spotting, hence I made a big deal about getting Scout Planes up in the air as soon as possible. Heavy Fighters and Tactical Bombers are also acceptable at this task. For areas outside of air coverage you'll want either Surface spotters (Cruisers with radar / float planes) or Cruiser Submarines armed with Float Planes (the only sub class that can use them).

Regarding quantity, Cruiser Subs are significantly more expensive and also easier to spot by enemy escorts so you do need to be careful with them. You could do a separate Task Force with cruiser subs set to Do Not Engage, though I think that would only spot a single naval region, or you can add one to a regular raiding task force, but then I'd make sure they use Snorkels. One thing I forgot when doing my test run is you can manually set classes for different ships (the turret, shield, skull, etc icons in the ship designer). Set a different icon for the Cruiser Subs Vs the Regular Subs and you can control how many are automatically added to a Task Force.

One thing I should add regarding Greece in particular, and their Cruiser Submarines. Greece has the Mediterranean Design Company which decreases range by -50% and cost by -25%. What I did was apply the designer *after* I got the focus which gave me cruisers. This way I had super-long range, expensive cruiser submarines to attack any tough to reach areas while my Sub 3's were researched *after* the designer so they had poor range but were cheap and could be mass produced. Thankfully we didn't come up against heavy naval bombing else the range could have been more of a problem, and when we did start to face some, I added snorkels to counter.

Once at war, I don't generally refit submarines as I find its more important to just get more ships out, especially if you're trying to cover large areas or multiple theatres as I was with Greece. The only exception would be if I was losing a lot of vessels to good enemy escorts then I'd refit with Snorkels. Radar's not normally worth it unless you have excess capacity or are lacking manpower.

Edit- Oh, last thing! Engagement Risk matters a lot for submarines, far more than for any other task force type. Low means they will target only convoys and will run if they see destroyers. Medium means they will engage vulnerable capital ships and convoys, and High means they will even try to hit destroyers.
Thank you - very helpful!
 

reticent_bassis

Second Lieutenant
29 Badges
May 2, 2008
114
23
  • Stellaris - Path to Destruction bundle
  • Darkest Hour
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
I actually think that submarines are in a really good spot-balance wise at the moment. It's possible to counter submarines without sinking them just by having a lot of destroyers. The key for us in this game Vs the UK in particular was simply positioning. I was able to keep one step ahead of Bratyn with placement, and Bo taking Greenland was massive as it was an advanced naval base to cut UK / US trade.

Actually sinking submarines can be more difficult, but they were starting to really damage me in the latter part of the game as ASW caught up with my Submarine tech (bear in mind I also invested *very* heavily in them!).

If submarines are in a good spot with balance then certainly UK/Japan could have been far more careful and attentive to their ASW game. Both nations have everything to lose from a submarine blockade and every starting advantage to make sure they don't fall behind in ASW. Iceland is just a hop-skip-and-jump from GB, GB should have prioritized retaining control of Iceland and Greenland. GB and Japan both start with plenty of destroyers to get started, as well as the Cruisers to scout and the airforce to do flyovers AND the industry to make sure they can continue to stay current.

It just seems that there was a lack of attentiveness on both of their parts. Perhaps an expert such as yourself could have crippled 1 of those powers, but both of them together? That seems absurd to me. I have to point the blame on the Devs for not being attentive to their ASW efforts more than congratulating you for your play.

Nevertheless, congratulations are in order since you did play an excellent submarine game.
 

Poopfaust

Major
9 Badges
Mar 19, 2010
707
241
  • Hearts of Iron III
  • March of the Eagles
  • Europa Universalis IV
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • Warlock 2: Wrath of the Nagas
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV Sign-up
The influencers Youtube versions are brief summaries, which were great. You can see all sides of it in a couple of hours. After that, I watched both of Daniels's long play (all content) youtubes. That way I understood the total picture, it was great.

My biggest observation was that none of the developers fully grasped the incredible damage Mordred was inflicting with his sub gameplay. What sucked is that by watching Mordred, I realized that I will never ever ever grasp the naval side of HOI4. I have played over a 1000 hours, I just cannot get it. And after watching, I am not even going to try.., it just to vague and undocumented WTF is going on with it.

I hope they do this again, it was 5 stars.
 

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.263
6.212
  • Stellaris
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
The influencers Youtube versions are brief summaries, which were great. You can see all sides of it in a couple of hours. After that, I watched both of Daniels's long play (all content) youtubes. That way I understood the total picture, it was great.

My biggest observation was that none of the developers fully grasped the incredible damage Mordred was inflicting with his sub gameplay. What sucked is that by watching Mordred, I realized that I will never ever ever grasp the naval side of HOI4. I have played over a 1000 hours, I just cannot get it. And after watching, I am not even going to try.., it just to vague and undocumented WTF is going on with it.

I hope they do this again, it was 5 stars.
There are some really good navy guides out there, you just have to look for them. Don't give up!
 
  • 1Like
Reactions:

MR2

Political Operative
22 Badges
Apr 21, 2004
744
649
  • Steel Division: Normandy 44
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders II
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Arsenal of Democracy
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Magicka 2
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
Since this aired, I've viewed the Greece and Germany Twitch feeds causing me to suffer a massive OCD attack...

I learned a great deal from Mordred's thought process, especially in the area of naval strategy.

From watching Dan9l, my OCD literally exploded! And yet I came to realize that in the grand scheme of gameplay - it doesn't matter (that much).

Hat tip to the team that put this together as well as the Developers/Influencers for putting on an entertaining and interesting example of HOI possibilities. Thank you.
 
  • 4Like
Reactions: