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Found 10 results

  1. Hello, would be good to have a start up layout to well place your ships before the battle has begun for example like how total war has done it before a battle what do you think? It can add strategy, and planning.
  2. One thing I found to be somewhat immersion breaking and possibly taking away from the strategic aspects of the game is the free camera movement. I personally would prefer it if the camera was locked to one's own units, since that would make manual warship Identification less easy, which at the moment is a major advantage the player has over the AI for no reason, the game more engaging and a little harder.
  3. I thought I would post this up here first for review before I post it into the steam community. Any opinions/feedback? Anything I should add? I know I'm lacking in the Skirmisher advice department. Vren55’s Ultimate General Civil War Strategy Guide v. 1.0+ (Brigadier Level) (The Camp Page has been updated to explain the purpose of the Army Pool and how this changes strategy/build) We love UGCW, and we think the developers are great for making this game, but it's a really complicated game with a lot of idiosyncrasies and a lot of choices to make. I'm still discovering things even as I
  4. I have been told 'war supplies' currently is out of function for preparing an invasion of an enemy port. They were used to deposit 'hostility' in a target harbor, if I understand this correctly. The idea was not bad and I think it could be revived in another form, in context of what I will try to explain here as my next suggestion. -- The preparation of a planned invasion is crucial for success. My idea is about troop transports taking the place of 'war supplies'. Let's face it: to take over an enemy port an aggressor not only needs to defeat a fleet and fortifications of the ha
  5. Hey, I'm struggling in understanding the full strategic value of having/giving people the wind, I've no naval background or experience, until I started playing this game so a lot of the naval terms are coming slow to me. I've played on and off for a little while, and I believe I understand part of its value, however I'm sure I don't have the complete picture, I've seen it mentioned that is is bad giving an enemy the wind, I can see why its not ideal, but it seems a primary concern of some captains to avoid, and as I don't share that sense of priority, and i'm woefully inexperienced with pvp, I
  6. I have noticed, after playing through the campaign several times, that a lot of maps for one battle are re-used in another battle. Sometimes this makes perfect sense - namely if in real life the two battles happened at the same place (example - 1st Bull Run is almost entirely contained within 2nd Bull Run, and the southern part of Cold Harbor overlaps entirely with Gaines' Mill). But for several other battles the only reason would be that the developers did not want to waste effort making new maps when their old ones are perfectly reusable. I don't mind at all - it means that you can learn
  7. I REALLY, REALLY want to like this game, I really do. I have some 50+ hours on UGG and I have to say I definitely enjoyed my time with it. However, I DO have a major issue with unit formations in the game that I was hoping would be fixed by one of the patches (and it wasn't). It seems that literally all formations become MASSIVE blobs of men and they advance like a mob. The AI absolutely refuses to hold ranks and I have to say it ruins the experience for me. They worked day in, day out, on drill, at ALL levels to maintain unit formations and discipline. That's not to say that in the
  8. Ladies and Gentlemen, We hereby announce the first British Council meeting. This is a joint effort between AUSEZ and RGL. The British Nation needs a global strategy. Therefore we would like to organize a Council of all British Fleets. This Council would enable us to unite the British Nation and focus on a global common strategy. We invite all British Fleets who are interested in cooperation to join this meeting. British clans that have been invited directly via other means so far are as follow: RGL - Royal German Legion AUSEZ - Australian Colonial Navy SLRN - Sea Lords Royal Navy SIN
  9. The poll question summarizes the point nicely; if someone (not necessarily I) were to host a forum version of the famous party game "Mafia", would you be interested in joining? Theme could be decided later -- it may become an age of sail themed game (base play would remain the same, only difference would be narrative) or it may remain "mafia" vs. "innocents". If you're not interested, why not? Could something be done to entice you to join, even for one game? A brief breakdown of how it would be played on a forum: Sign-up phase. The host posts a topic with the rules and information they in
  10. Followers of my forum canon are well aware that I've been beating the drum for some type of strategic rationale for port capture. Currently, we have a RvR game of mere denial of localized resources, in which too few people are reliant enough on any one given port to essentially care if it is taken. The stakes are simply not high enough, as is. I realize that the developers may have another layer in mind, to be introduced later. Blackjack Morgan has outlined a fantastic idea in which regional capitals become hubs for SOL building, and economic/capture ramifications radiate outwards from the
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