Victoria 3 | How to Play - Warfare

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Gritzel

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Army and Navy recruit mechanics seem nice. What I don't like about fronts is that how is a front determined? will the border front stay the same the whole game or something?
 

Palaiologos

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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).
 
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Nikolai II

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For example how to get a flotilla of one armoured cruiser and 4 torpedo boats, just to keep it fast and raiding able?
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.)
 
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christian908

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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).


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 more small arms but gives bigger bonuses. So think of it as upgrading your fleet.
 
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Palaiologos

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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.
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.
 
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Palaiologos

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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.)
Er, no? Ship design and ship building was a thing long before the industrial revolution.
 
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christian908

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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.


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.
 

SupremTurtle

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Shame that isp doesn’t get to do an episode on the series
 
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osvaldopiazzolla

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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.
 
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Leivve

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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. I think the front system in concept is fine, it's just the lack of specificity or nuance. Just assign the general to the front and hope/know you've won the war from day zero. I get the whole "Wars are won before they even start" logistics of it all, but the lack of any strategy whatso ever is a huge disappointment. I would like it if you could give orders a bit more complex then Attack/Defend/Idle.
Like ordering a general to march on a specific target, or to defend a river, something to add a little bit of macro strategy to warfare.
 
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Kimberly

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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.
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.
 
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