We talk about Warfare today! Learn how it works, how to affect it and how to make peace:
- 27
- 21
- 8
- 1
- 1
One last Vicky 2 run.Noooo, why end the series now? This cries me to tears! What do I do with my life for the 3 days that you wont be making tutorials?
Where did you hear that?This was one of the best video in the series!
Such a shame to hear it's the last one of the series, but as the first content by streamers is supposed to drop Sunday evening, there's only one day without content that I have to get through.
German streamer Steinwallen will be doing a live multiplayer V3 game on Sunday.Where did you hear that?
Yeee, that was probably pretty optimistic, given you pay upkeep for flotillas mainly with "random warships".For example how to get a flotilla of one armoured cruiser and 4 torpedo boats, just to keep it fast and raiding able?
I'm sorry, what? I thought that navies were supposed to be under more direct control of the player, unlike armies. And you just build a building and get a flotilla? You cant build individual ships? With names etc? And what will be the composition of said flotilla? For example how to get a flotilla of one armoured cruiser and 4 torpedo boats, just to keep it fast and raiding able? I am very sceptical about the war mechanics in general, but I only preordered the game because its dirt cheap in Ukraine(like 22 euros).
Ok so the Ottoman navy for example will always win against a Greek navy. Since I guess factors such as naval tradition, experience, flotilla composition etc dont exist, and its just a matter of having more naval bases which will provide more, equally numbered and composed, flotillas.There's no composition of flotillas. There are production methods that let you select what type of ships to build, with increasing better tears that require more ships. These work much like how armies work. Where say, upgrading from flintlocks to muzzle loaded uses mroe small arms but gives bigger bonuses. So think of it as upgrading your fleet.
Er, no? Ship design and ship building was a thing long before the industrial revolution.Yeee, that was probably pretty optimistic, given you pay upkeep for flotillas mainly with "random warships".
To be fair to developers, if you've looked at Drachinfelds naval history videos at youtube, you'd know that most major countries in the era just randomly built metal tubs with guns on all sides and hoped that they would become useful in a war.. (So getting to use hindsight and design super-ships from the future would be a cheap bonus.)
Ok so the Ottoman navy for example will always win against a Greek navy. Since I guess factors such as naval tradition, experience, flotilla composition etc dont exist, and its just a matter of having more naval bases which will provide more, equally numbered and composed, flotillas.
Thats like a civ game then. Just like Ck3 became a simplified version of ck2, so it happens with Vic3.Yeah as long as greek doesn't have a super good admiral or better tech.
it's a matter of who has more naval bases, who has better technology, and who rolled the better admiral.
.... and a matter of being to able to afford the cost of consuming ships all century long (wartime *and* peacetime), which also means a matter of being able to produce (or buy) cheaper ships.it's a matter of who has more naval bases, who has better technology, and who rolled the better admiral.
.... and a matter of being to able to afford the cost of consuming ships all century long (wartime *and* peacetime), which also means a matter of being able to produce (or buy) cheaper ships.
I'm not certain you'll find this out in a Civ game.
don't apologize, I was actually expanding on your own relevant argument. you deserve the creditYou're right sorry.
You also need to have enough gold per turn guys.
Battles have a significant random factor, so that's only true on average. Enforcing peace deals depends on war support, so in situations where you're not totally defeating the enemy (i.e. most of the time), domestic factors like how many radicals you have will matter. Your choice of war goals is also important because of its interaction with peace deals and war support. It's fair to say there's not much agency during the war, but it's really not that binary.My major gripe with the war system is just how binary it is. If you're 1% stronger, you will win 100% of the time.