Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

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UAD - An Economical Way to Expand Territory (China, Spain, Japan, etc.)
By chiyen
UAD - An Economical Way to Expand Territory (China, Spain, Japan, etc.)

This mostly applies to “weak” countries that are short in funds in this game. Large wealthy countries have more to spend.


< Game Structure, Critical Limiting Factors >
Since UAD (Ultimate Admiral: Dreadnoughts) is a strategy game, Assuming the goal is to conquer the world. To do so, some of the game’s Critical Limiting Factors are:

# Fund – You need Cash
# Shipyard Capacity – To build and REPAIR ships
# Politics Command – You got only 1 command per month.
# Land - The source of your GDP.


< Transporter Ship (TR) >
A critical factor to your economy GDP, but the formula is flawed. Losing a TR costs you (tens of) millions, and can only replenish 2 TR per month (as of Ver.1.4.1.1).


< Invasion >
You need 100k tons of ship in the region to initiate an attack (consumes a Politics Command). And the chance of success depends on the tonnage you put in the invasion circle area.

The keys are:
1) Just Pure tonnage, Firepower and Armor, Speed etc. doesn’t count.
2) Ships locked up in invasion circle won’t do anything else. They won’t hunt enemy targets outside of the invasion circle (area). Thus, their combat power is basically wasted.


< Implications >
So, especially when playing poor-in-cash countries, you may want to:

# Fund – If a ship can complete its task, the cheaper the better.
# Shipyard Capacity – Keep it pump out as many tonnage of ships as fast as you can.
# Politics Command – Never waste it, declaring war takes a lot of months to complete.
# Keep TR safe – They only sail between regions that you have ports. Clear enemy ships.
# Expand your Territory – The sure way to grow your economy, AND make others weaker.


< A Practical Method >
# Invasion # - Mass Produce CL.
They are cheap (per ton) and can be produced fast.
They are NOT supposed to engage enemy.
So you don’t need weapon, armor, or any bulkhead (they are expensive) on them.
For escorting CL fleet, 1 TB / DD is enough. Task: make CL retreat safely, then you too.

Just produce them (CL) as cheap, as fast, and as many as you can have, until you have enough tonnage to conquer the world. Required tonnage for invasion grows very fast.


# Combat # - Early Game – TB and DD (Torpedo Boat and Destroyer)
Cheap, and occupy least shipyard tonnage when producing and repairing.
Can safely outrun enemies, can keep enemy in place even when you can’t sink them.
Torp works fine even with inexperienced crew. Guns, on the contrary, will miss a lot.

# Combat # - Mid Game - BC (BattleCruiser), especially BC3.
Speed is the armor, sweep around and avoid taking too much damage, if any.
CA and BB will take more damage, and spending months repairing.
Spending Months Repairing = Waste of troops, and Waste of shipyard capacity.

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< Game Structure, Critical Limiting Factors >
This mostly applies to “weak” countries that are short in funds in this game. Large wealthy countries have more to spend.


< Game Structure, Critical Limiting Factors >
Since UAD (Ultimate Admiral: Dreadnoughts) is a strategy game, Assuming the goal is to conquer the world. To do so, some of the game’s Critical Limiting Factors are:

# Fund – You need Cash
# Shipyard Capacity – To build and REPAIR ships
# Politics Command – You got only 1 command per month.
# Land - The source of your GDP.
< Transporter Ship (TR) >
< Transporter Ship (TR) >
A critical factor to your economy GDP, but the formula is flawed. Losing a TR costs you (tens of) millions, and can only replenish 2 TR per month (as of Ver.1.4.1.1).
< Invasion >
< Invasion >
You need 100k tons of ship in the region to initiate an attack (consumes a Politics Command). And the chance of success depends on the tonnage you put in the invasion circle area.

The keys are:
1) Just Pure tonnage, Firepower and Armor, Speed etc. doesn’t count.
2) Ships locked up in invasion circle won’t do anything else. They won’t hunt enemy targets outside of the invasion circle (area). Thus, their combat power is basically wasted.
< Implications >
< Implications >
So, especially when playing poor-in-cash countries, you may want to:

# Fund – If a ship can complete its task, the cheaper the better.
# Shipyard Capacity – Keep it pump out as many tonnage of ships as fast as you can.
# Politics Command – Never waste it, declaring war takes a lot of months to complete.
# Keep TR safe – They only sail between regions that you have ports. Clear enemy ships.
# Expand your Territory – The sure way to grow your economy, AND make others weaker.
< A Practical Method >
< A Practical Method >
# Invasion # - Mass Produce CL.
They are cheap (per ton) and can be produced fast.
They are NOT supposed to engage enemy.
So you don’t need weapon, armor, or any bulkhead (they are expensive) on them.
For escorting CL fleet, 1 TB / DD is enough. Task: make CL retreat safely, then you too.

Just produce them (CL) as cheap, as fast, and as many as you can have, until you have enough tonnage to conquer the world. Required tonnage for invasion grows very fast.


# Combat # - Early Game – TB and DD (Torpedo Boat and Destroyer)
Cheap, and occupy least shipyard tonnage when producing and repairing.
Can safely outrun enemies, can keep enemy in place even when you can’t sink them.
Torp works fine even with inexperienced crew. Guns, on the contrary, will miss a lot.

# Combat # - Mid Game - BC (BattleCruiser), especially BC3.
Speed is the armor, sweep around and avoid taking too much damage, if any.
CA and BB will take more damage, and spending months repairing.
Spending Months Repairing = Waste of troops, and Waste of shipyard capacity.