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In Progress Let's Play: Rule The Waves

Dayyālu

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Welcome to my first LP (and probably last), people.

It's a neat little game I found in the depths of the Internets, and I'd like to share it, so, let's start talking: welcome to Rule The Waves: I have No Idea What I am Doing Edition.

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Rule the Waves can be described as a "Admiralty Simulator": you get in the role of the powerful and all-seeing Admiral of a Great Power navy between 1900-1925, for roughly 300 turns (every turn is a month). You have to design your ships, build them, deploy them and then fight with them against the other bastards. Furthermore, you will have to endure a wide number of random events and problems both with foreign powers, spies,the Government and the People themselves.

The game is roughly divided in three sections:

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The Main Map, where you decide to build ships, subs (when you get the tech for them) and local defenses, and where to deploy your ships. The spying budget and the relationships with other nations (alliances and wars) are quite clearly shown there with those columns: higher they are, worse the relations are, and if they get too high, it's war. You also set up the research budget, the training levels and check the other Power's capabilities.

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The Design Screen, where the magic happens. You take your techs, and build by yourself (or helped by the automated scripting) those new shiny warships that you will lead into battle. After you wait five years for them to get built by those lazy Communist workers. Despite it looking to be overwhelming at first, after a bit it gets almost intuitive: furthermore, the program helps you by pointing out suboptimal choices or simply unfeasible designs. We'll look at the Ship Design menu more in-depth on one of the first updates. If I manage to do updates.

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The Battle Screen. Here we fight. The battles are dinamically generated based on the situation on the Main Map, and the system has a rather big "random" element. You can find yourself at the command of a mere squadron of destroyers that attempt to stop a marauding Armoured Cruiser, or get to lead your Dreadnoughts to obliterate some obsolete enemy cruiser and its escorts. We'll play on the Rear Admiral mode, giving us some control on the squadrons but leaving the microing (firing and targeting) to the AI captains. We set the course and the speed for the lead ships, and let the destroyer screens and our gunner do the job alone.


The basic objective of the game is to gain Prestige, while balancing Tension and Budget. Prestige is a symbol of your worth as an admiral, and if it gets too low you get sacked: failing to keep up your international image, to act decisively or let colonies slip out of your control will damage Prestige, as it will losing battles, wars or big ships. You gain it for the opposite, of course: sink a dreadnought and you'll gain points. Budget is what keeps your ships afloat, your sailors fed and trained and your building&research program going. We'll have to balance the thing, and we have quite a few ways to do so (mothballing or scrapping obsolete ships, Reserve Fleet personnel, research cuts). Tension is a measure of the overall political situation, and it will influence your international standing and who we get to shoot next.

First of all, this is a I Have No Idea of What I am Doing edition. I'm not that good at this game, and my knowledge of early 20th century naval warfare is limited at best. I'll try to explain the mechanics and the peculiarities as we go. However, I'd like also some partecipation: in that regard, I'd like for the general public to Choose a Nation first, and I'll leave the broad policy to the thread posters. With that I mean that I'll give you several options to where we want to take our Glorious Navy, and I'll try to follow your suggestions. Want to go to war with Great Britain? Ehr, welcome!. As a last thing, I can name both Ship Designs and individual ship. I'll post the Legacy Fleet (the ships we have when we start a game) and you will be able to claim your model or your own vessel. Don't take Destroyers. It's not worth it.

For the sake of simplicity, I'll play with Game Budget (Historical Budget is harsh for some nations) and with the Small size for fleets, giving less chances for big engagements but more fine control on expenses and deployments. I'd consider upping it to Medium if I feel confident enough. I would like to get 1-2 updates par week, a update covering a single game year.

First of all, guys, Choose Your Own Nation:

Britain

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The leading superpower of the age, Britain is rich, advanced and powerful. With a worldwide empire and a stable government, it can manage to rule the Seas quite effectively. It's a safe choice, and its national advantages are many and well-rounded, with the Hidden flaws giving us however the chance of some random negative quirks (like ships exploding after a single hit or inefficient turrets). Our Global Naval power requirement forces us to have 10% of our tonnage on foreign station to keep the colonies happy and we can't use the Cramped Quarters build option. All in all, a solid if boring choice.

France

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France is another solid choice, with a big colonial empire, an adequate budget, and some asshole politicians trying to make your life impossible with random requests ( the Inconsistent Naval Policy Quirk). France was the birthplace of one of the most influential naval schools of thought of the age, the Jeune échole ("Young School") that theorized the use of small, heavily armed units to engage quickly the enemy battleships and the massive use of commerce raiders to wreck their economy. If you want to test such theories in the rightful place, choose France.

Germany

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Germany is rich, powerful, with good tech (muh Krupp Steel) and it has a Bombastic head of state (extra chance of stupid) and a Cautious policy (meaning their AI-controlled ships will avoid aggressive engagements). Historically, Germany went for a dick-waving contest with Britain by building newer, bigger ships in the foolish attempt to gain parity with the Royal Navy: a huge expense of resources that ended with the only "serious" battle that in our timeline tested the mettle of Dreadnoughts and Battlecruisers: Jutland, that had a rather unsatisfactory result for both sides. Can we do better than the historical Germans, expand our colonial empire and avoid a dire fate?

Italy

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Nothing like home. Italy is poor, corrupted, with retarded politicians and bad tech. It has a ton of possible enemies in the Mediterranean (France, Britain, Austria) and it lacks the resources or the focus to fight properly. Historically, Italy failed pretty much every attempt to gain naval prominence and in both World Wars the only good results were obtained by the borderline suicidal frogmen. We can't use them here, so if we're going Ita Ita we'll have to employ better theories and better strategies than the historical Regia Marina.

Austria-Hungary

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The K.u.K. fleet was always an afterthought. Poorly funded and rather small, it was a mess of eleven nationalities (Italians, Balkanites, Germans, Hungarians and whatever). However, despite the limited resources, here we have a solid budget in Game Mode, only the Cautious drawback and the tactical advantage to work only in the Adriatic, so with the more lenient Mediterranean conditions. Plus, our main objective will be to fuck with Italy. God is on our side, and He loves multi-ethnic empires!

Russia

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Russia is big, poorly industrialized and poorly educated. It's not that poor, and it has some nice positions thanks to his size. Historically, everyone knows the Russian Navy in this age for their little debacles during the Russo-Japanese war: despite their strategical and tactical failures however the courage of the Russkie sailor was never put into question. With a broad range of bases and options, we can do better this time.

Japan

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(Sorry, had to do that)

Japan is poor, backward and lacks building power. However, like the historical Japan, an aggressive policy, alliances and surprise attacks can balance the situation, and let you make gains in the Pacific area against more unfocused powers. Historically, the Japanese won their big naval confrontation with the Russkies in this age: this convinced them of the possibility of another Decisive Battle against more powerful foes like the US in WW2, and created monsters like the Yamato Class. We all know how it went.

USA

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The US gets a good budget, good tech, good traits and will become a superpower in the lategame. Its position is also quite flexible, but until Panama is built the travel between the East Coast and the West Coast will be a bit difficult, so planning is essential. I don't know a thing about the historical US Navy in this age, but as a gameplay choice is fun and rather easy. You can easily crush the weaker powers, and if you are insane enough engage Britain to decide who is the most hardcore Anglo around.

Spain

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A "mod" nation of sorts, if we choose it the Russkies will be left out. Poor, small, underdeveloped, in this age Spain is a mess. It has some holdings in the Caribbean and lacks the means to defend them. They should be quite a challenge. Like, same problems that France has but a fraction of the budget and small docks.

ALTERNATE HISTORY CORNER

CSA

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Yeh, Alt-history mod with a CSA surviving into the 20th century. Nice position and adequate budget, despite poor industrial capabilities. It will be difficult to challenge the proper US and the other powers, but we will fight for the Right of the States and for the Right to own slaves happy productive black people.

Other mods exist for a Westernized China and Byzantium, but that would feel a bit too much.

So, people, Choose! When we get a nation, I'll try to explain a bit what kind of deviant machinery those bastards a century ago dumped in the seas and how you, dear Codexers, will influence the LP.
 
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Grimwulf

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I'd love to see you play Italy. Because it's both canon, and the description here

Nothing like home. Italy is poor, corrupted, with retarded politicians and bad tech. It has a ton of possible enemies in the Mediterranean (France, Britain, Austria) and it lacks the resources or the focus to fight properly. Historically, Italy failed pretty much every attempt to gain naval prominence and in both World Wars the only good results were obtained by the borderline suicidal frogmen.

has such a distinct Codex vibe. But I vote Russia. Because if I don't, Putin will edit my post anyway.

:negative:
 

Dreaad

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I'd love to see you play Italy. Because it's both canon, and the description here

Nothing like home. Italy is poor, corrupted, with retarded politicians and bad tech. It has a ton of possible enemies in the Mediterranean (France, Britain, Austria) and it lacks the resources or the focus to fight properly. Historically, Italy failed pretty much every attempt to gain naval prominence and in both World Wars the only good results were obtained by the borderline suicidal frogmen.

has such a distinct Codex vibe. But I vote Russia. Because if I don't, Putin will edit my post anyway.

:negative:
Good to see you doing your duty comrade
putin4.jpg
 

Beowulf

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You should find the courage to break the tight shackles of your upbringing. Go Austria - Hungary and teach Italy a lesson.
 

Dayyālu

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Ok!

Russia gets two votes.
Byzantium gets a single vote.
Italy gets a Swedish vote, I guess.
One vote for the Habsburgs!

I'll wait for some more votes to come in (or not), to save me from the Russian apocalypse. Or to get me further into the Slav rabbit hole.

To kill some time, I'll explain what we will get after we choose a nation. We get our Legacy Fleet, the ships that form our 1899-1900 fleet and that will be employed in a way or the other well until the 1910'. We can choose two options, automated design or manual design for our Legacy Fleet. I'm a lazy bastard, so we're going to larp and we'll work with whatever the drunken predecessors left to us, so automated design.

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An example of British Legacy Fleet

This is a selection of pre-Dreadnoughts, pre-WW1 era ships. I don't know you, but I am/was completely oblivious about the minutiae of what the heck a cruiser or a protected cruiser or a battlecruiser was till I played this game (well, they all floated and had guns an' shit I guessed), so a bit of intro will not hurt. Thank God for pirated Osprey pdfs.

Let's start.

Destroyers (DD)

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The game manual defines destroyers as ships with "Displacement less than 2000 tons and speed Speed more than 19 knots. Must have torpedoes. It cannot be armoured." Destroyers are light ships meant to act in squadrons and to support bigger vessels: their own name is an indication of that, as they were initially designed as "Torpedo Boat Destroyers" to safeguard the more precious pieces of a fleet against the menace of small, quick torpedo boats that could inflict grievous damage. Funnily enough, we call 'em the same way in a wide variety of languages, from Italian (Cacciatorpediniere) to French (Contre-torpilleur) to Greek (αντιτορπιλικό). The German Torpedobootzerstörer is sexy as hell, though.

After a while, it was realized that they could not only hunt for torpedo boats, but also be deliverers of torpedoes and do even a better job at that. In short, the role of Destroyers is to screen a fleet, engage other destroyers, recon, torpedoing bigger ships when the chance happens, and Anti-Submarine Warfare when the tech will catch up. They will develop from scrawny 400 tons specimens to 2000k beats that could give pause to 1899 era cruisers.

Light Cruisers (CL)

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For the game manual "Displacement larger than 2000 tons and less than 8000. Speed must be more than 16 knots and main gun calibre cannot be larger than 6 inches, unless it is a protected cruiser in which case it can have guns in single mountings up to 8 inches.". Light Cruisers are the workhorses of our fleet for smaller tasks. Convoy protection, convoy raiding, fleet roles, they are good at a variety of purposes. Design can be very varied depending on what you want your ships to do: historically, the Britons built specialized classes of Light Cruisers for specialized tasks while the Krauts built more well-rounded vessels.

CL can (and will be) employed in colonies for Foreign Station and for raiding: one of the classical battle types in Rule the Waves is the clash of Light Cruisers during a raid on merchant shipping. At least, I always had a lot of them.

Armoured Cruisers (CA)

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"Displacement must be more than 4000 and speed greater than 19 knots. It must have more than 2 inches of belt armour but no more than 12 inches. Main guns must be at least 6 inches calibre and cannot be more than 11 inches."

Your cruisers, on steroids. This class of ships is supposed to be tough and strong enough to sink in a duel anything else short of a battleship. The French were big fans of the designs and the performance of Japanese CA during the RJ war was very good. That said, they are complex ships. They are bigger and far more expensive than cruisers, and can't be built in the numbers to cover the same roles: 1910 CA will be as effective as 1899 battleships, if they don't get substituted by Battlecruisers (their "natural" evolution), and they will cost as much.

In gameplay, they are excellent for hunting other cruisers and to form a somewhat solid battleline. Don't expect them to engage battleships and live, though.

Pre-Dreadnought Battleship (B)


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They are the stars of our fleet, or at least until 1905 when we can build Dreadnoughts and suddenly they will be obsolete pieces of crap that no one will love, a drain on your budget and a shame on your nation. Joking, they will be our big hitters in the early game and remain somewhat useful if refitted even in the early 10'. That said, they are big, expensive and slow. Manual definition:

"Displacement must be at least 5000 and it must have belt armour at least 6 inches. Main gun calibre must be larger than 6 inches and speed less than 20 knots. It cannot have more than 2 main turrets."

On the historical point of view, it's a mess for me. They were built and employed in a chaotic age where ship designs and strategical plans were all over the place, and their despite being in theory obsolete after the tech improvements in the early '00 they kept to be used and upgraded. We'll do the same if our policy will allow it, of course.

On the gameplay side, they are fun as hell to use and we will get to use them before Dreadnoughts and Battlecruisers. A line of Battleships steaming towards you is bad news for everyone. Despite their limitations and costs, they are still an invaluable part of your early Navy, and the loss of one can mean lost or won Prestige as a Battleship is an incredible economical investment for your entire nation.


As last two points, I want to say that we will gain access to further classes of ships (or more correctly, to the tech that will allow us to design them) like Subs, Battlecruisers, Dreadnought Battleships, Armed Merchant Cruisers and Minesweepers. I'll focus on them when we get them, of course.

As second and last point, tech development in this age is fast. The ship you will design in 1905 will be old by 1910 and obsolete by 1915. Problem is, you need time and money to build ships: for a Battleship, that could mean two years if you have all the resources for it and no wars or other slowdowns to create problems. Yes, this means that when ready the ship will be already old.

One of the interesting pieces of this game is the fact that you have to balance design, refitting and overall Navy strength: there will be a time when your 1899 Destroyers will be useless pieces of metal, but it's up to you to decide when to scrap them or if it's better to refit again that 1905 Light Cruiser model that served you so well.

Keep the votes coming, and if someone knows a thing or two about the Navy, correct me. I'm swimming blind here.

EDIT:

Those are the Byzzies, as we had a vote for them.

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The Mod author calls them "Japan of the Mediterranean" and I can say that they should be interesting to play, at least. If you want to go for more alt-history wank fests, there is also a Great Sweden mod for all your degenerated needs.
 
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Baardhaas

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Dayyālu said:
and if someone knows a thing or two about the Navy, correct me. I'm swimming blind here.
Not a correction, but a little addendum.

brdwPjj.jpg



You see the sharp forward protruding bow of this ship? Well it was actually designed to be used as a ram. During the transition from wooden to steel hulls there was a short period where the armor of a ship was nearly impenetrable by (practical usable) naval artillery.


These ships could attain top speeds of 18 knots for a short period of time which they could use to ram the opponent midship and sink it. Using the same principle as that of a classical trireme, albeit without boarding the enemy vessel afterwards.


See: https://en.wikipedia.org/wiki/Ironclad_warship#Ram_craze


Modern ships are again build with a bulbous bow under the water line. This time it is to improve the water flow around the ship which leads to better performance of the ships propeller.

Also: my vote goes to Byzantium
 

Dayyālu

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Vote Tally for now:

Three for the Third Rome! (Russia)
Three for the First Rome! (Italy)
Two for the Second Rome! (Byzantium)
One for Austria.
One for the Confederation!


I will wait for a last vote to break the deadlock (my intention was to close the voting on Monday) and it seems to be around right.

As a little extra update to keep some interest around, I'll explain how Research&Spies work.

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Research can't be microed: it's not up to the Admiral to focus on the countless details of ship construction. Your main influece is to fund the thing, up to a maximum of a 10% of your budget. You can decide to focus on specific sectors, but it's all up to your scientists (and the RNG) if good results will be achieved: furthermore, the "tech bonuses" you can see in the Nation selection screen work as in-built bonuses (so, for example Italy has good ship and Torped design, while Germany has armour advantage). Technologies can be sold and bought, but to whom and when is all up to the diplomats (and to the RNG).

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A third way to obtain tech (and a good way for inferior powers) is Espionage. Espionage is set for "Intel Effort" levels for each of our opponets: higher espionage spending gives us the chance to hear about their tech advances, to steal blueprints of their new ships and if we are particularly succesfull to steal tech from them. On the malus side if your spies get caught it's a Tension hit, and it can lead to war.

Research is divided in two categories: General Tech and Naval Guns.

General tech is .... everything. Ship Designs, Subs, Naval Tactics, Anti-Submarine Warfare, Armour, you say it it's in. Most of the advances are cumulative and applied automatically to the newly-built ships, so you are relieved from the task to select manually the Marx XXII Hardened Armour for your latest ship, while new Tactics are also automatically implemented (for example, you will "unlock" new formations for your AI squadrons, like Destroyer Screens).

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Naval Guns symbolize the level of quality of your deliverers of death and destruction. Gun design is standardized for ships and coastal batteries, and the quality goes from -1 to +5. It's difficult to appreciate how fucking huge those things are: they are more a testament to the sheer will of politicians and military brass to the rule of "Bigger, Better, Faster".

For example, this is one of the stock guns that we'll see on cruiser, placed into a casemate:

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This is a 6-inch gun, translated into human 152 mm, the same gun that some track heads can remember was mounted on the ISU-152 tank destroyers in WW2. For our Naval Standards, it's not even that big.

This is, for example, a 16 inches (again, 40 cm in human) shell from a WW2 German gun, with the range of roughly 40 to 50 km. It weights half a ton.

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The winners of the Derp Race are the Japanese, overcompensating with fuckhuge 18 inch guns (46 cm).

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We can see them here on the Musashi, the second ship of the Yamato class. A single gun weighted 150 tons, and a single turret around 2000 tons, like a 1899 era cruiser. It's hilarious to realize that, like a lot of tech developed in this era and in WW2 for battleships, they were in retrospective completely useless and a waste of resources. While we can do the same on RTW and reach this golden range, why the fuck should we do it?

Ok. A last vote, and tomorrow you'll get the first operational update.
 

Matalarata

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Here I am! Italy, Itlay!

Awwwww :(


At least name a ship Costa Concordia!


Edit: :lol: did you rummage in your junk for a couple of empty Franziskaner or was it just the beginning?
 

Dayyālu

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As the sun sets, at least you manage to relax on your bed. Your pistol, your only faithful friend, looks at you from the nearby table. The sounds outside are so weird, like people occupied with life or something. You know that you would only need a single act, the courage to pull the trigger and it would be all over.

You slowly drift into sleep.

When you wake up, the horror is still real. It's January 1900 and you are the Great Admiral of the Imperial Russian Navy.

Welcome to the first turn of RTW. We choose Russia. Russia has an adequate naval budget (at least in game mode) and several characteristics:

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Autocracy: it affects the probability of certain events, different in nature from those happening in those weak and effeminate Liberal Democracies.

Underdeveloped Shipbuilding Industry: "Ships will take 10% longer to complete and are more prone to have unexpected faults, like not reaching their design speed."

Poor Education: "Affects the crew quality and build times of ships, and has a slight negative effect on research."

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Well. One of the strengths (and of the weaknesses) of Russia is that we have mainly to defend two areas: one is the Baltic (considered by the game our "Home Province", so if we get blockaded there it's gonna get ugly and Northeast Asia, the area of action of our Pacific Fleet. One of the first things we'll need to do is to form the Pacific Fleet, as all of our ships are now in Europe. Sure, if we get into a fight with an European Power all ships are going to be needed, but that's the fun of making choices, nah?

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Then, let's check the ship list. Having chosen the Medium fleet size we get a sizeable amount of stuff: five Battleships (one is being built), two Armoured Cruisers (one is being built), five Light Cruisers (one in costruction) and 15 Destroyers. Our budget is good, we get the amount of money fit for a Great Power (double the amount of those Japanese monkeys or of the inbred Austrians).

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The pride of our fleet is for now the Pervenet Class Battleship, and we can see two of those magnificent vessels, the Costa Concordia under the wise Capitan Matalarata (a bum a cousin of the Czar got during one of his travels in Italy) and the Dreaad.

So, my intention for now is to proceed to make updates equivalent to a game year (12 turns). As it would be rather boring to choose everything by myself, but the peculiar structure of RTW saves (almost roguelikeish) makes difficult to redo decisions, I'm now asking to you fuckers to set up a Overall Naval Policy, that I will try to follow to the best of my capabilities. The policy will be build on the three concepts of Prestige, Budget and Tension. You can choose:

Maximise Prestige or Balance Prestige: More Prestige is always good, but often trying to maximise it will cause pressure, Tension hits and diplomatic problems. Of course, it can also help to get more budget and more support from the politicians, but their help is fickle....

Maximise Budget Expense or Balance Budget Expense: this one is trickier. If you order me to Maximise Budget Expense I'll try to keep our ships and crew in top form, with extra training if needed, and to spend all the available money be it in research or to aquire new tech. This of course will mean to refuse cuts, support for Social programs and the like. If you want me to Balance, I'll try to gain a surplus of funds to be employed in the future for whatever crisis may happen next. This could mean placing our ships into the Reserve Fleet or even Mothballing them, with obvious consequences for our war-readiness.

Maximise Tension or Balance Tension: Easy one. Are we looking for a fight or not? Remember that Tension can easily spiral and we can't always control against who will we fight. If you choose Maximise Tension, however, gimme a target between Germany, Austria, Great Britain, France, Japan and the US against which we'll start the media barrage.

If your request are in doubt, I'll consider the order in which you put them as relevant. For example:

Maximise Prestige
Balance Tension
Balance Budget

will make me prioritize Prestige gain over Tension hits and budget considerations.

It is clear? This is my first LP, so I'm sorry if it's a bit unwieldy. The system can be revised, of course, and I think I will give to you also the role of focusing our Design section in specific ways.... as a last thing, if you want CLAIM YOUR SHIPS. You have four battleships and nine Cruisers. Tell me if you prefer to be sent in the Baltic or in the Pacific, and a friggin' NAME, also!





EDIT:

Edit: :lol: did you rummage in your junk for a couple of empty Franziskaner or was it just the beginning?

In real life, I do not drink (and I ask myself how I managed to play Dominions for so long) so I had to loot a bit around. No one notices the guy taking half-empty bottles in his basement after all.
 

Grimwulf

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Maximize Tension
Maximize Prestige
To hell with Balance Budget

Target Japan, they stand no chance against the glorious Russian Fleet.

You have four battleships and nine Cruisers. Tell me if you prefer to be sent in the Baltic or in the Pacific, and a friggin' NAME, also!

Cpt. Grimwulf reporting for duty. Gimme an old rusty battleship. Name it Big Thruster. Set course to Japan.
 

Baardhaas

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I'm now asking to you brilliant naval strategists to set up a Overall Naval Policy
Go for prestige. Sheesh, shouldn't even be a question.

edit: didn't realize there was more to choose. The importance pales compared to prestige, but here goes:
Maximize everything and start ridiculing the Japanese.
 
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