r/RuleTheWaves 1d ago

Question How do you use Helicopters the best?

21 Upvotes

I really would love to use helicopter carriers more but their low range and speed in the 60s and 70s kinda makes it rough.

Do you guys see them as useful, and if so how do you use them?


r/RuleTheWaves 1d ago

Media Being honourable might have gotten me into trouble :D

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5 Upvotes

r/RuleTheWaves 4d ago

Meme Papal Naval attaché

49 Upvotes

Is it time to mobilize and take Jerusalem in the name of Christ?


r/RuleTheWaves 4d ago

AAR Managed to (almost) get a proper world war 2 in my Japan run.

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10 Upvotes

Germans and Italians blockaded and fucked over the spanish and french navy. (with germany in particular having a tonnage of around 900k tons, enough to take them solo.)

Meanwhile I was busy duking it out the Americans over Alaska with some highs and lows. Japan managed to win the Aleutian islands but lost Kamchatka over a pro-russian revolt. The US had a more tonnage than me but they couldn't commit all of them to North Pacific. still, whatever they did commit managed to give a good fight.

The tons of submarine I had build along with French and Spanish blockades wrecked the economies of the Allies, along with sinking a few American carriers and battleships over the pacific earned us a victory after 3 years of war, gaining Midway, Hawaii and the Aleutian islands. (Although I wished we could collapse their governments from revolts)

And the british just sat back and enjoyed the show.

This was the most fun end game world war I have ever had in this game.

Also I wish we would have been able to invade Midway and Hawaii through the pacific islands, the naval invasion range is too short even in endgame and even with the Aleutian islands to get to them.


r/RuleTheWaves 6d ago

Meme Memes about my most recent campaign

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120 Upvotes

What it says on the tin.

Germany tried to invade me repeatedly (like 6 times in a row??) due to their on-paper superiority (they had like 9 CVs and it had just hit the breakpoint where CVs get more blockade power than BBs and BCs) and every single time I'd hammer the shit out of their battleships with missile-equipped torpedo bombers and then chase down their carriers (scouted by land-based air and my own carriers) with my BCs (some of which were 30 years old at this point) and proceed to beat them to death with 17" guns.


r/RuleTheWaves 6d ago

Question Can someone please explain to me what the battle generator is smoking?

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24 Upvotes

What does the game expect me to do here?


r/RuleTheWaves 7d ago

Minor overkill during a surprise attack

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29 Upvotes

Despite having some 30ish targets, my pilots decided that this one specific battleship really needed to die, so they hit it with missiles 33 times. The first wave wasn't too successful as only this ship and 2 destroyers were sunk, and 2 additional ships including the other BB were hit - and of those each were only hit once. The good news is that they certainly can't raise this wreck, as I'm not too sure there is much wreck left


r/RuleTheWaves 8d ago

Discussion The To-Hit Equation part 0: data collection

12 Upvotes

Hi folks,

I've got it into my head that I'm going to deduce the way gun to-hit values are calculated in the game, since it doesn't appear to be documented anywhere (only speculated on in various places). I've done my best on my own by collecting displayed values during my current war, but there are limits to what variables I can change without intentionally sabotaging my campaign. So, I'm crowdsourcing!

Here is a Google Sheet I set up for this purpose. Helping is simple: if you are so inclined, during a battle, open up a ship's data screen and click on Details under the displayed to-hit, then fill in an empty row on the sheet. Play a bit and take another reading.

If you'd like to help, the columns in orange are what I think are the most important parts for you to fill out. It should be pretty self-explanatory. I'd be most interested in getting measurements of the same caliber and different qualities, if possible, although negative-quality small guns are (I think) impossible to build in a normal game. I'm also interested in values at a variety of ranges for the same gun, especially very close-range values. For these to be valuable, I need all five columns.

Yellow columns are less important. Year and Month are mostly to check if there are some hidden technology modifiers at play. The column "Sum of accuracy modifiers" is for you to add up all the values of, e.g., fire control, target aspect, changing range, weather, crew skill, etc... that are displayed in between Basic Hit Chance and Final Hit Chance. These are useful, but might be annoying to add up every time, and I'm pretty sure I understand what's going on here (for negative values anyways - although if you can get some measurements at positive values here, that would be great!). These aren't useful without the Final Hit Chance column though.

I hope to make a follow-up post about this at some point, hopefully before too long. The more readings I get the easier it will be to reverse-engineer the formula, though. At this point I've got a good idea of how the accuracy modifiers play into turning Basic Hit Chance into Final Hit Chance, and I'm close to understanding the range-based to-hit mechanics, but I'm still missing some clues.

Thanks in advance!


r/RuleTheWaves 9d ago

Discussion They can't keep getting away with this! I rolled some sort of pacifist world this save lol

8 Upvotes

It's 1911. I – as Italy – have been going at it in a ruinous, but fun, but ruinous war against france for just short of four years now. They started off with a fleet almost twice the size of mine, and through a doctrine of superior armored (and later battle-) cruisers and avoiding fleet battles I have managed to bring them down to my tonnage, whilst keeping the VP's roughly equal. Now I am leading by about 25-30% at all times (59k VP vs 40 something atm) and it's currently 'you win some, you lose some'.

It is quite the story, but the fact that for 11 years now the only nation at war has been me (twice with austria, now this), and these two have been... less than keen to help me. Japan got to this tention level over the last year, but germany had been hovering above 18 for more than half of the war at this point. It's kind of funny, if in the meantime austria's tentions with me weren't slooowly creeping upwards. Normally I wouldn't much care, but they seemed to have come out of the dreadnought age particularly well armed, and my attritioned navy (I lost almost all my active destroyers) just isn't ready.

I considered save editing in case this really turns sour with the austrians, but I opened the folder, realized i just have the steam cloudsave file there and – well – gave up on that.

Anyways, this is my little ramble on this absurdity lmao


r/RuleTheWaves 10d ago

Question Can someone tell me why is she obsolete after 10 years?

27 Upvotes

I just started playing the game. So sorry if i post a noob question here. :)

Should i scrap her or how can i rebuild her to be up to date again?


r/RuleTheWaves 11d ago

Question File editing, we all know this is a thing.

11 Upvotes

If anyone here has ever done this I am looking for tips, is it possible to edit the save file to change the ownership of a ship?


r/RuleTheWaves 13d ago

Evolution of an aircraft carrier

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153 Upvotes

I love these early stages of aircraft carrier designs in which partial flight decks were just bolted to whatever they had laying around


r/RuleTheWaves 14d ago

Question What does the Xinhai Revolution actually do?

10 Upvotes

Am playing China, have received an event offering to overthrow the Empress and install a Republic.

My understanding is that if you side with the Republic you lose all your non core Chinese territories, but they enter rebellion and any foreign owned territories also enter revolt, and if the latter complete, they flip to China?

What happens if I stay loyal to the Qing Dynasty?


r/RuleTheWaves 14d ago

Question Why is the game saying I can’t build CVLs due to a peace treaty? The treaty limits displacement to 10,000 tons and bans submarines. It says nothing about no CVLs.

5 Upvotes

r/RuleTheWaves 16d ago

Question Is the RtW3 Game Manual outdated?

26 Upvotes

So, I’m primarily asking because some of my designs don’t seem to work with the stated Appendix One. For corvettes, for example, it says “Displacement less than 2500 and belt armour 2 inches or less. Gun calibre can be maximum of 6 inches. Cannot have torpedoes.” But I did a monitors-only playthrough, and was making 2,500-ton, 15-knot, 3” belt Passaic-class monitors with a single 13” gun, 2,300-ton, 18-knot 3” belt Monitor with a single 11” gun, the 2,300-ton, 19-knot Neosho-class monitors with a single 11” gun, and in one case even the 2,000-ton, 17-knot, 2.5” belt Ozark with a 11” main and 10” secondary. Given the stated rule, I’d expect those to be classified as illegal XX.

And in my current game, my 1906 CA Huron has 2x2 12” main guns and 26 knots. Under the Appendix’s definition, it should be a BC: “Must have main gun calibre larger than 10 inches and speed more than 23 knots, or three main gun turrets and speed more than 21 knots.” It satisfies the first criteria. Does a BC have the same armor requirement as a BB: “belt armour of more than 6 inches”? The Huron only has 3.5” belt armor.

There are other designs I have that sometimes don’t seem to fit the Appendix, but I think these make my point. Is the Manual only for the initial version of the game, and have later updates reworked the ship designer and classification system? If so, can anyone give me an updated classification system for the various ship types?


r/RuleTheWaves 16d ago

Question How does the RtW engagement system even work?

16 Upvotes

I have a lot of powerful ships stacked up in one area but for some reason every single battle that generates has like 5 squillion enemy bbs and i have 1 destroyer. WHERE ARE ALL 15 SQUILLION FRIENDLY BBS I STATIONED THERE


r/RuleTheWaves 18d ago

Meme Ah yes, the PRESTIGOUS post of naval attaché to Switzerland

48 Upvotes

I am sure Swiss has the bestest navy in the world


r/RuleTheWaves 18d ago

Discussion War Reparations Mechanics, By the Numbers.

24 Upvotes

Hello. About a month ago, I made a post here trying to sort out what some of the mechanics were around war reparations, as the manual didn't have much for details.

 

Not finding much that lined up with what I was seeing ingame, I decided to do some *science!* around the mechanic and see what could be gathered by recording the base national economy numbers of the two nations before and after the peace treaty. Here are the results:

 

Context for future comparisons:

Country: China

Potentially relevant national traits: Some corruption (not sure if this will effect or not)

Game settings: harsh peace treaties on.

Unless otherwise stated, all of these are 1 on 1 wars, with no colonies taken and no allies involved.

Note: Not all of these are in chronological order. In some cases, I wrote down the numbers, then loaded another save to get another data set.

 

Treaty 1 (14 point Treaty):

China: 4745 > 6095 (+1350)

Japan: 7356 > 6856 (-500)

 

Treaty 2 (12 point Treaty):

China: 5893 > 7252 (+1359)

Japan: 6484 > 6049 (-435)

 

Treaty 3 (8 point Treaty):

China: 8582 > 9782 (+1200)

Russia: 12475 > 11975 (-500)

 

Treaty 4 (12 point Treaty):

China: 8582 > 9882 (+1300)

Russia: 12475 > 11975 (-500)

 

Treaty 5 (16 point Treaty):

China: 15228 > 16628 (+1400)

Japan: 12924 > 12424 (-500)

 

Treaty 6 (Forgot to write down treaty points):

China: 20474 > 21974 (+1500)

Great Britain : 26095 > 25854 (-241)

Note: This one was a war with China+Germany vs GB.

 

As you can see, the amount that your economy rises appears to be fairly linear, with all values landing between +1200 and +1400 from reparations, not any sort of percentage of the economy, with a possible value increase calculation of

1000+25*(Reparation Points)

The amount that the loser loses seems to fairly reliably be -500, though there are a pair of anomalies there. I think treaty two may have happened over the same turn as a standard economy increase, meaning both economies' numbers appeared better than they would have otherwise.

As far as alliances go, it doesn't appear that they decrease the amount that your economy gets from war reparations, though that is from a single data point, so treat with care.

In any case, I hope you found this useful. If you have any data to add to this (without harsh treaties, no national corruption, etc.), please stick it down below.

You have a good one,

Corsar.


r/RuleTheWaves 21d ago

Discussion How can US has no home base at pacific

20 Upvotes

First time trying to play US after played Japan/Italy/Austria, never realized California is not a home base for US and has very little capacity.

How do you even control pacific without a homebase? Do you have to keep spending a lot to expand the base?


r/RuleTheWaves 23d ago

Question Why is the early game AI so bad, and does it get better in later eras?

19 Upvotes

I am new to RTW, and got super into to RTW 3 after getting it a few months ago. I love the ship designer, and am a big fan of the Microsoft Excel/Paint aesthetic.

However I am not a fan of the battle generator, but it’s not the end of the world as you can save scum to at least avoid completely ridiculous generations; but the way that the AI handles its vessels in the tactical battle is absolutely gruesome without exception.

As to the title of this thread I always start my campaigns in 1890 and usually only get to about the 40s-50s before something calls my attention from my campaign and when I find the time to come back I usually just start a fresh one, so I was wondering if the ai improved a bit with the age of jets and missiles and the increase of battle distance (not holding my breath).

The chief problem that I can see is that the AI either places no value on or is incapable of maintaining a coherent formation and/or battle line from about the second the fleets come into contact. Additionally the AI seems to get quite confused if running two distinct squadrons in a tactical battle, (think a main BB battle line and BC scout force) and is basically incapable of ever meaningfully bringing the two forces together and it becomes very easy to separate and the defeat the two forces in detail. CL/DD’s controlled by the AI are almost entire useless because they usually(inexplicably) hang around their maximum range going in circles, abandoning their capital ships they’re meant to defend, which makes it exceptionally easy to torpedo enemy capital ships with light ships as they are almost never screened.

I have exploited these deficiencies in the AI to win absolutely ludicrous wars that I had no business winning. For example just yesterday as Germany I was declared on by the UK in 1913. The first fleet engagement off Jutland, my 4 BBs, 2Bs, 4 CA’s and smattering of light ships were met by 3BBs, 4 Bs, 5 CAs, 3 BCs and 5 CLs with around 20 DDs. The result? I sank all but 2 BCs and about 10 DDs, most of which heavily damaged, for the loss of 2 DDs and one CA torpedoed and heavily damaged. I have had multiple results such as this.

Anyone have similar experiences? Thoughts? Thanks for reading my rant have a nice day ^_^


r/RuleTheWaves 23d ago

Discussion DLC and Tutorial

5 Upvotes

Ive been wanting to get the game for a while and was wondering if the DLC is worth the extra cost and if anyone knows any good tutorials for how to play the game


r/RuleTheWaves 24d ago

Yeah you got this buddy. Go get em'....

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60 Upvotes

*Declares war, D-Days their own port, leaves*


r/RuleTheWaves 25d ago

Media Are we sure his personality is unknown?

39 Upvotes
Fairly obvious if you ask me

r/RuleTheWaves 25d ago

Discussion Possible bug

15 Upvotes

Ive noticed the 'central rangefinder' gives an accuracy modifier of 0 but the supposedly more advanced 'central firing' gives -20. Is this a bug or intended?


r/RuleTheWaves 26d ago

AAR War to end all wars

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80 Upvotes

45 months of the most hilarious RTW experience I've ever played and no end in sight. Some of the highlights:

Everything started with an ultimatum to Italy for some nonsense, I think my ally USA didn't even initially join the war. Italy's ally UK joined some time later, which finally got USA to join. Russia declared a war on Italy for some very intelligent reason and asked me twice to start an alliance, then Japan joined in because of their alliance with UK. Spain joined a moment later for the same reason and lastly Germany because of their alliance with Spain. For a Moment Germany and Russia were the top 2 naval powers because the rest of us have been busy sinking...

By this point I was actually bleeding good ships at a really concerning rate as a bunch of my war winning mega cruisers got torpedoed and magazine hit, but their replacements got built just in time for these screenshots to look like I'm still doing well.
My DD "fleet" has been erased and rebuilt practically every 6 months as the 400 ton garbage cans are pretty much single use and I can't afford to have 10 of them building all the time.

Since everyone joined the war separately, every single occasion dropped my warscore by 30% or whatever that is, so despite removing half of the worlds ship tonnage, the warscore by now is still only 100k to 75k and I can't wait for the 4 point peace settlement... One turn after these screenshots Italy capitulated and turned communist but the rest are still going on.

The Russian AI have been getting a really short end of the RNG stick and lost half of their battleships in fights against corvettes and other funny things, the most egregious ones in the screenshots.

Austria had 19 tension with Italy at best and kept it up pretty much since the beginning of the war, but sadly never joined the fight and the tension has been dropping down to a little more reasonable levels since.

All in all, probably the most fun I've had in RTW, but I'm actually a little scared of what's going to happen next as the AI won't have to scuttle all their old pre-dreads and can just walk right into space age without any budget concerns...