14:00 How is it in the Baltic? Well, sea there can be pretty rough. In average about 125 ships experience accidents in the Baltic per year, and that's today. The waves can tear part of a steel deck if it is not reinforced properly. Think about the MS Estonia in 1992, it sank in less than an hour because the bow visors was ripped off by a rough wave in the middle of a 7-8 Beaufort-scale storm. For the needs of the game, though, I'd put in on par with the Mediteranean: Low freeboard for a purely coastal/regional squadron to protect the seas around St-Petersburg, sacrificing range for firepower or more inches of armour, would be possible but not advisable because of the rough seas. I wonder if the second-rate ships of Russian Baltic Fleet in the infamous Voyage of the Damned were not in fact mostly with lower freeboard. EDIT: I checked and, in fact, the five Borodino-class pre-Dreadnoughts were indeed built with lower freeboard to accommodate the tertiary gun placements, which almost caused Imperator-Alexander III to capsize on her sea trials because of a rough turn that caused water to wash overboard on its lower keel. 5 were built, 4 were either sunk or captured by the Japanese at Tsushima.
@@matyaskutik4072 I plan to switch as well, so if you're interested here's my reasons: 1. I grew tired of UAD ship builder. I mean, i spent ~200 hours designing ships alone. I tried every possible config imaginable, i think, and i appreciate the fact that i can just throw in some guns, specify speed and armour tonnage in RTW3. No fiddling with exact parts location, no need to fight the dreaded front weight offset. Same goes for the AI, who still regularly designs ships with 60+ offset, weird firing arcs and 15% engine efficiency. 2. For all its beauty, 3d combat is more hassle that it's worth. 3. No missiles/planes. I heard they're not the best in RTW3 as well, so i place my hopes on the Cold Waters successor that's in the works. 4. Better fleet sizes. In UAD prior to 1.3 i was regularly seeing fleets of 10+ BB's and 40+ DD's. Who ever thought it would be fun to fight all of that in a single mission? 5. Terrain. UAD doesn't have any land, docks or land-based batteries, just open seas. UAD, however, has some improvements over RTW3: 1. Better map and map movement. Black Sea is a thing, not a black hole nobody can enter and fight over. Same for north seas. Without these two regions being playable Russia's fleet management pain can't really be simulated - you only have two theatres of war, not 4. 2. Better management of minor nations. They request things from you, you can conquer them. 3. Battle generator (aside from amounts of ships) does a better job at generating battles.
@@matyaskutik4072 I'm just sick and tired of all the bs in UAD. I know the devs are in Ukraine and I understand shit happens, but I'm just tired of all the stupid bugs, economy glitches, and I'm frankly sick of dealing with weight offsets. That said I have greatly enjoyed my time with UAD and will probably continue to play it, just not as much.
Can you please do a tutorial showing the battle mode? I have no idea what to look for there and what tactics might work etc.. Also, general tips when building ships.. is bigger always better?
I just learned that this game exists and I've been searching for a realistic naval game to try a genre I've never played. I'm really into highly detailed games that have a steep learning curve, and I wanted to see someone actually playing it. Now I'm sold and I'll just use this tutorial when I decide to grab it.
Im curious why did they not have the ability to build a legacy fleet in the 1890s cause I think it would be really nice being able to build your own fleet rather than having the game design them for you.
I'm not sure why they did that, but personally, I find it a lot funner to start with bleh ships, refit them as best I can, and then slowly replace them with new ships. Keep in mind that we operate with future knowledge of what gun and armor configurations work best, whereas during this time period, they were experimenting and trying to figure it out. Each experiment required actually building a new class of ship and then waiting for a war to test it out.
If I had to guess it's because it wasn't used by many players in RtW 1 and 2. A manually build legacy fleet will always be better than a generated one, partially because of that many players preferred a generated one. That way they ended up with a fleet that is a bit of a mess which needs to be fixed.
IIRC, Colonial Service is +25% in RtW2. I remember building 800 ton colonial corvettes to get an even 1000 tons. However, I've noticed in some of the UA-cam videos for RtW3 thus far that the minimum size for using Colonial Service has been increased from RtW2, so we'll have to use something larger. Maybe I'll try 1600 for an even 2000, or something. Or go for 1200 for an even 1500, if permitted.
As an aside, if you have some foreign stations with really large requirements, it can be fun to actually design a battleship class specifically for guarding foreign stations. Maybe Short range (since it would just sit there) with Colonial Service. While I often just use outdated battleships on foreign stations, battleships have very expensive maintenance compared with cruisers or corvettes. Thus, if you know for sure you want a battleship there, then having one with Colonial Service will offset a good chunk of that maintenance (as long as the battleship doesn't exceed the tonnage required). If it greatly exceeds the tonnage required, then the maintenance cost is a waste.
@@Trifler500 coastal BB can be really cheap to use. slow speed means small cheap engines. Armor ads almost nothing to upkeep costs. So keep your guns and crew size in check and it will work out. Thinking building 8K ton "BB" of 15knots instead of CL with 20+ knots with same guns. Now fighting utility will be pretty trash unless the enemy has to do a costal raid.
@@xt6wagon Well, if I know I want a battleship at a foreign station, then I will also want it capable of putting up a fight. I believe the game is geared so that corvettes are always the cheapest to maintain on foreign station if you don't need them to fight.
I would argue that non-Tortuga players would benefit from leaving at least their very best/favorite ships on active duty all the time to have Epic crew quality, which really benefits their accuracy.
It depends imo. Early game i dont think a ship can be that much better than another, and money is tight. By midgame i think you should leave a division of bbs, and your carriers on active at all times
Note on colonial service, there is a max tonnange per ship. So 4 ships of 5K ton cruisers is way better than 1 20K battleship for filling foreign service requirements. forgot the actual limit but IIRC its
Officers? Thanks for this series. My son calls me Old School because this is a "Spreadsheet" game but he is willing to give it a try. He was looking for a good tutorial and I think this will do just fine.
Great video! After this, I am actually considering to buy it. I just don't get it, why the authors insist on the outdated UI. For example, Command: Modern Operations is also a classic Windows app with all those typical buttons, dropdowns etc., but it doesn't look like it's 25 years old.
@@gamerfan8445 Not for 2) it doesn't. For 1) let me rephrase: If we went through all the countries actual 1890 fleets, what setting of starting fleet size would best statistically match that?
1. Super-Duper-Extra Large is most historical, but it isn't a choice, select the bottom Super Large to get "closest" to historical. 2. Depends on the actual ship type and the armor setup really. A "full" answer will require some reading on naval armour and their schemes.
@@pedroig8839 I'm specifically asking about armor coverage as it exists in RtW3, a matter neglected by the scholarly works I have. Way back in Steam & Iron, IIRC, at short range about 20% hit the main belt, 20% hit the ends, 20% hit the turrets, and the rest went to Criticals, Hull, Secondary, and Superstructure (and Deck, DE, Turret Top). I never tested Narrow and Upper didn't exist.
In my RtW2 experience, Low Freeboard affects small ships a lot more than large ships. Undamaged destroyers can outright sink from the waves in stormy weather. Larger ships might lose the ability to use half of their casemate secondaries (imagine there are two rows, one above the other). I've had light cruisers not be able to use any of their casemates in rough weather.
im SUPER curious about the battle division thing. one thing i always disliked of RTW is how what ships entered battle always seemed random. i read the dev diary and it SEEMS like this new division editor will fix this? the officer thing is pretty cool too. really makes you actually care more about ships vs them just being a random entity kind of thing.
Rather peacetime only. They do not appear in battle unless you have nothing else to throw in. They're good scaring subs away, bombarding natives, overall flag showing. AMCs are wartime only.
when the goverment takes your budget for 'other things' does that benefit you in some other way? such as a greater GDP or a stronger army etc? or is it a 100% loss?
Tortuga calling destroyers "a little more disposable" made me chuckle out loud, knowing how you usually deploy them 😄
"Oh, you guys have a few torpedoes left. We'll send you back in." 😂😂😂
14:00 How is it in the Baltic? Well, sea there can be pretty rough. In average about 125 ships experience accidents in the Baltic per year, and that's today. The waves can tear part of a steel deck if it is not reinforced properly. Think about the MS Estonia in 1992, it sank in less than an hour because the bow visors was ripped off by a rough wave in the middle of a 7-8 Beaufort-scale storm.
For the needs of the game, though, I'd put in on par with the Mediteranean: Low freeboard for a purely coastal/regional squadron to protect the seas around St-Petersburg, sacrificing range for firepower or more inches of armour, would be possible but not advisable because of the rough seas. I wonder if the second-rate ships of Russian Baltic Fleet in the infamous Voyage of the Damned were not in fact mostly with lower freeboard.
EDIT: I checked and, in fact, the five Borodino-class pre-Dreadnoughts were indeed built with lower freeboard to accommodate the tertiary gun placements, which almost caused Imperator-Alexander III to capsize on her sea trials because of a rough turn that caused water to wash overboard on its lower keel. 5 were built, 4 were either sunk or captured by the Japanese at Tsushima.
4:13 You didn't change the fleet size & so started with medium.
As someone who will be switching from UAD to RTW once 3 comes out, this was very helpful
As someone who almost switched from RTW2 to UAD, im glad RTW3 is coming out.
I play both and plan on continuing to do so.
Why did you decided to switch? I am also considering to change UAD for RTW, and I would like to know why other people are switching.
@@matyaskutik4072 I plan to switch as well, so if you're interested here's my reasons:
1. I grew tired of UAD ship builder. I mean, i spent ~200 hours designing ships alone. I tried every possible config imaginable, i think, and i appreciate the fact that i can just throw in some guns, specify speed and armour tonnage in RTW3. No fiddling with exact parts location, no need to fight the dreaded front weight offset. Same goes for the AI, who still regularly designs ships with 60+ offset, weird firing arcs and 15% engine efficiency.
2. For all its beauty, 3d combat is more hassle that it's worth.
3. No missiles/planes. I heard they're not the best in RTW3 as well, so i place my hopes on the Cold Waters successor that's in the works.
4. Better fleet sizes. In UAD prior to 1.3 i was regularly seeing fleets of 10+ BB's and 40+ DD's. Who ever thought it would be fun to fight all of that in a single mission?
5. Terrain. UAD doesn't have any land, docks or land-based batteries, just open seas.
UAD, however, has some improvements over RTW3:
1. Better map and map movement. Black Sea is a thing, not a black hole nobody can enter and fight over. Same for north seas. Without these two regions being playable Russia's fleet management pain can't really be simulated - you only have two theatres of war, not 4.
2. Better management of minor nations. They request things from you, you can conquer them.
3. Battle generator (aside from amounts of ships) does a better job at generating battles.
@@matyaskutik4072 I'm just sick and tired of all the bs in UAD. I know the devs are in Ukraine and I understand shit happens, but I'm just tired of all the stupid bugs, economy glitches, and I'm frankly sick of dealing with weight offsets. That said I have greatly enjoyed my time with UAD and will probably continue to play it, just not as much.
Can you please do a tutorial showing the battle mode? I have no idea what to look for there and what tactics might work etc..
Also, general tips when building ships.. is bigger always better?
Thank you! Very informative and clearly presented.
I just learned that this game exists and I've been searching for a realistic naval game to try a genre I've never played. I'm really into highly detailed games that have a steep learning curve, and I wanted to see someone actually playing it. Now I'm sold and I'll just use this tutorial when I decide to grab it.
Im curious why did they not have the ability to build a legacy fleet in the 1890s cause I think it would be really nice being able to build your own fleet rather than having the game design them for you.
I'm not sure why they did that, but personally, I find it a lot funner to start with bleh ships, refit them as best I can, and then slowly replace them with new ships. Keep in mind that we operate with future knowledge of what gun and armor configurations work best, whereas during this time period, they were experimenting and trying to figure it out. Each experiment required actually building a new class of ship and then waiting for a war to test it out.
If I had to guess it's because it wasn't used by many players in RtW 1 and 2.
A manually build legacy fleet will always be better than a generated one, partially because of that many players preferred a generated one.
That way they ended up with a fleet that is a bit of a mess which needs to be fixed.
I guess that makes sence but man would have been nice if I could make my own designs but I get it now thanks for the explanation.
to promote the player designing and building proper ships instead of the weird but more historical stuff the auto builder will spit out.
IIRC, Colonial Service is +25% in RtW2. I remember building 800 ton colonial corvettes to get an even 1000 tons.
However, I've noticed in some of the UA-cam videos for RtW3 thus far that the minimum size for using Colonial Service has been increased from RtW2, so we'll have to use something larger. Maybe I'll try 1600 for an even 2000, or something. Or go for 1200 for an even 1500, if permitted.
As an aside, if you have some foreign stations with really large requirements, it can be fun to actually design a battleship class specifically for guarding foreign stations. Maybe Short range (since it would just sit there) with Colonial Service. While I often just use outdated battleships on foreign stations, battleships have very expensive maintenance compared with cruisers or corvettes. Thus, if you know for sure you want a battleship there, then having one with Colonial Service will offset a good chunk of that maintenance (as long as the battleship doesn't exceed the tonnage required). If it greatly exceeds the tonnage required, then the maintenance cost is a waste.
I saw somewhere (maybe in the manual preview) that Colonial Service requires a minimum of 1500 tons displacement.
@@pedroig8839 Sounds right. 1600 for an even 2000 it is then. :)
@@Trifler500 coastal BB can be really cheap to use. slow speed means small cheap engines. Armor ads almost nothing to upkeep costs. So keep your guns and crew size in check and it will work out. Thinking building 8K ton "BB" of 15knots instead of CL with 20+ knots with same guns. Now fighting utility will be pretty trash unless the enemy has to do a costal raid.
@@xt6wagon Well, if I know I want a battleship at a foreign station, then I will also want it capable of putting up a fight.
I believe the game is geared so that corvettes are always the cheapest to maintain on foreign station if you don't need them to fight.
I would argue that non-Tortuga players would benefit from leaving at least their very best/favorite ships on active duty all the time to have Epic crew quality, which really benefits their accuracy.
It depends imo. Early game i dont think a ship can be that much better than another, and money is tight. By midgame i think you should leave a division of bbs, and your carriers on active at all times
Nice tutorial!
I have never played rule the waves so this is nice since i was thinking of picking this up once it releases
Good video, keep the videos coming, good sir.
Note on colonial service, there is a max tonnange per ship. So 4 ships of 5K ton cruisers is way better than 1 20K battleship for filling foreign service requirements. forgot the actual limit but IIRC its
Officers? Thanks for this series. My son calls me Old School because this is a "Spreadsheet" game but he is willing to give it a try. He was looking for a good tutorial and I think this will do just fine.
I sarcastically call RTW "Game of Naval Spreadsheets."
Amazing tutorial! Need the next one soon, please. Thanks!
Thank you so much for this!
I was hoping that you were going to do a tutorial series for this!
Thank you!
Great video! After this, I am actually considering to buy it. I just don't get it, why the authors insist on the outdated UI. For example, Command: Modern Operations is also a classic Windows app with all those typical buttons, dropdowns etc., but it doesn't look like it's 25 years old.
Can you maybe show of the gameplay with missiles in RTW 3 as I assume they reworked it from RTW2?
I don't think there even were missiles in rtw2.
1) What fleet size is most historical?
2) Does a Narrow belt force the Upper belt to cover more area or simply leave a naked space?
Well it depends.
@@gamerfan8445 Not for 2) it doesn't. For 1) let me rephrase: If we went through all the countries actual 1890 fleets, what setting of starting fleet size would best statistically match that?
@@Wick9876 I was talking about 1. Either way. Britain is max settings. And everyone else is behind them
1. Super-Duper-Extra Large is most historical, but it isn't a choice, select the bottom Super Large to get "closest" to historical.
2. Depends on the actual ship type and the armor setup really. A "full" answer will require some reading on naval armour and their schemes.
@@pedroig8839 I'm specifically asking about armor coverage as it exists in RtW3, a matter neglected by the scholarly works I have. Way back in Steam & Iron, IIRC, at short range about 20% hit the main belt, 20% hit the ends, 20% hit the turrets, and the rest went to Criticals, Hull, Secondary, and Superstructure (and Deck, DE, Turret Top). I never tested Narrow and Upper didn't exist.
In my RtW2 experience, Low Freeboard affects small ships a lot more than large ships. Undamaged destroyers can outright sink from the waves in stormy weather. Larger ships might lose the ability to use half of their casemate secondaries (imagine there are two rows, one above the other). I've had light cruisers not be able to use any of their casemates in rough weather.
Why is there only one episode? was looking forward to the tutorial series
im SUPER curious about the battle division thing. one thing i always disliked of RTW is how what ships entered battle always seemed random. i read the dev diary and it SEEMS like this new division editor will fix this?
the officer thing is pretty cool too. really makes you actually care more about ships vs them just being a random entity kind of thing.
Great video :)
you can influence tensions a lot.
KE's are wartime only?
Rather peacetime only. They do not appear in battle unless you have nothing else to throw in. They're good scaring subs away, bombarding natives, overall flag showing. AMCs are wartime only.
In RtW2, KE of
Under 600 tons yes. But over no
Whats are the benefits and differences of turrets vs casemates in this game?
when the goverment takes your budget for 'other things' does that benefit you in some other way? such as a greater GDP or a stronger army etc? or is it a 100% loss?
I say just called them Light Cruisers :)
what is Sponsion radius for?
Arc of fire- I think.
Can we see armour quality of our old ships?
You couldn't in RtW2. Sometimes I made notes on paper.
Needs a cheat mode so you can do ridiculous things like modern technology in 1920
Could you jump around and be any more disorganized and confusing in a so called tutorial video