![]() ![]() While doing this you’ll be managing your tension levels with other nations. ![]() This could be as simple as starting production of coastal submarines once they’re first researched (you cannot customize subs like normal ships) or it could be creating a whole new design for a ship with a new turret layout with more guns per turret, cramped crew quarters to fit in more ammo storage, or a nimble unarmoured torpedo destroyer that you hope will drop its load and get out of dodge before the enemy can get a solution on it. You might use this to go heavy torpedo and carrier like Japan in WW2 (who get national bonuses to this to begin with) or you could go ahistorical and towards that Super Battleship with ungodly armour and huge guns.Īfter your research starts paying off, you’ll be able to develop new ships to take advantage of this. You can increase your funding to this from the default 8% to the max I’ve seen of 12% is step one for me, and then change priority for a range of areas such as machinery, armour, torpedo, and turrets to customize how you want your ships to develop. Research is a slow process of the minimal impact incremental bonuses (1% speed here, 2% maintenance saving there), medium impact ship displacement increases (3,000-ton displacement Dds) to the large impact larger calibre of guns, more guns per turret and finally, the design of new systems that revolutionize naval warfare such as carriers pre-WW2 and missiles post WW2. You’ll manage your research, design and build ships, manage your active and reserve forces – scrapping old ships when necessary – and position your forces in areas of interest. The turn-based world map layer, where each turn is one month, is where you’ll spend most of your time. This heavy impact on each other is core to the enjoyment in RtW3 in my opinion and half of what makes it so fun to come back to, with the other half being able to design your ships to such an extensive degree. You lose substantial forces, weakening your nation’s position and losing prestige (the only way to lose the game is to lose too much of this) or you come out victorious with your own Battle of Tsushima, and put your nation and your navy in an excellent spot to continue further. Your efforts on the world map determine who you go to war with and the forces you’ll have, and these play out in combat in a way that impacts your world map for good or ill. I always find the “skirmish” combat in strategy games to be boring – games really need the campaign layer behind them to give stakes and reasoning behind why your forces are the way they are, and the two layers definitely reinforce each other in RtW3 in a very engaging fashion. Gameplay takes place In Excel on two layers – the turn-bases world map where you do your job as the overall commander of the navy of your nation, and the pausable real-time battle map where your efforts on the world map are put to the test. Given how much time I’m confident I’ll be putting into the game, this learning curve seems reasonable but it’s worth pointing out that this is not the experience of someone that has mastered the game yet. If you haven’t played the previous iterations of the game, Rule the Waves 2 being released in 2019 and not released on Steam, you’re going to have a substantial learning curve as there is no tutorial and it’s not obvious how to interact with the game in many ways, but it is extremely rewarding once it all clicks, and you can really get into it.ĭisclaimer: I need to couch my experience in Rule the Waves 3 in that I’ve “only” played for around 30 hours so far, and I’m still learning the interface and methods of controlling things. Rule the Waves 3, developed by Naval Warfare Simulations and published by Slitherine is an intimidating, deep, complex simulation of naval warfare from the pre-dread to the missile age (1890-1970) that definitely isn’t for everyone – but is perfect for its niche audience and well worth the entry price for them in such an under-served genre.
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