Supremacy 1914 Submarines
Damned Un-English Weapon, A by Gray, Edwyn The Story of British Submarine Warfare, 1914-1918 1973, New English Library ISBN Paperback, 191 pages, 5 tables The story of British submarines in World War I. First published 1971. Dead Wake by Erik Larson The Last Crossing of the Lusitania 2015, Crown Publishers ISBN Hardcover.
Provinces also consume resources. Every province will demand 800 food resources, 800 construction resources, and 800 energy resources per day for their domestic consumption. You can adjust which type of resource is used to meet the domestic demand for each category from the resource menu, accessed from the bottom toolbar.
Since equal quantities of each resource category is demanded, if your country is severely lacking in one or two categories of resources, you may find yourself running a resource deficit. In this situation finding a trading partner that has the resource category you lack in abundance is strongly recommended. Harbours/Railroads - improves province resource output. They can't be built until day 2 and 5 respectively, and take a couple weeks to pay for themselves, so if you expect to be fighting soon you may wish to build something with more immediate benefits. Railroads also require coal to maintain, so if you're an energy-poor country you may wish to hold off on these.
Harbours are also required for any naval units you build, so building harbours in provinces where you intend to build factories in the future may be a good idea. Recruiting Centre/Barracks - recruiting centre allows provinces to naturally recruit infantry over time, and barracks increase this rate of recruitment. Barracks also enable you to build cavalry, which is a good early game offensive unit, but require an ongoing grain maintenance. Double resource provinces have double the infantry recruitment rate while higher-level factories will decrease the cavalry build time, so building barracks in double resource provinces where you intend to build factories in the future may be a good idea. Day 10 should see the completion of your first factory or two, and with it brings artillery, balloons, and light cruisers. Build artillery, seriously. Artillery is a ranged unit, which means that it can start attacking non-ranged units like infantry, armoured cars, and cavalry before those units can fight back.
This is incredibly powerful. Artillery wins wars. Artillery is not the end-all be-all of mid-game warfare, however. You will still need a good force to non-ranged units to protect your artillery. Railguns are an extremely expensive alternative to artillery.
They out-range every other unit in the game, but require a level 3 factory and a railroads to build, and can only move on railroaded provinces. They are quite effective in certain niche roles, one of those being defending your coast against battleships and light cruisers, but in most cases you'll be better off just building more artillery. Also, railguns are massively vulnerable against enemy air power. Put a solid fighter force over them, and stack them heavily with infantry in case a bomber does go through.
If you don't have complete air superiority over your own country, a railgun is a waste of resources and time. Battleships and submarines rule the seas.
Battleships fundamentally do the same role as light cruisers, except better. They'll be your go-to unit when you need to project military power upon foreign shores, and they don't suffer the disadvantage of being out-ranged by artillery that light cruisers does: battleships have the second longest range of any unit in the game. Submarines are a melee naval unit, and they are quite effective at catching enemy light cruisers and battleships. Do note that even in a melee battle, a battleship is stronger than a submarine - but because battleships are so much more expensive than submarines, sending submarines against enemy battleships is still worth doing even if you lose more submarines than the enemy loses battleships. Cavalry and armoured cars in the early game may not seem like they are that much better than infantry, but infantry suffers a severe combat penalty in larger stacks whereas cavalry and armoured cars suffer a far less severe combat penalty. 4 infantry will usually defeat 1 AC + 1 cavalry, but 100 infantry will not stand a chance against 25 AC + 25 cavalry, even though the ratio of troops is identical. As your armies grow larger (and your starting army is fairly large to begin with), armoured cars and cavalry are essential for projecting a powerful early-game military force.
Once you have factories, light cruisers and later battleships can be built. Light cruisers are a ranged naval unit, and so they're useful for assaulting protected coasts. However, they have a shorter range than artillery, which means that a coast that is protected with artillery can defend itself very effectively against light cruisers.
Light cruisers are also fairly good for picking off stacks of infantry as they are transported helplessly through the ocean. Make sure you make full use of the light cruisers' range, however, as they can be quite vulnerable in melee combat (melee combat refers to any combat that occurs within an infantry's fighting range). The importance of artillery cannot be overemphasized.
Not only can artillery fight at range on the field, it can also shell forts. Once your enemies start building forts of level 2 or higher, simply rushing your enemies with infantry, cavalry, or armoured cars will no longer be a viable strategy. It is always a good idea to let artillery sit next to enemy fortifications for a while, to reduce the level of those forts and also destroy the units within. Without artillery, assaults of higher level forts becomes downright impossible.
The primary use of fighters is patrols. Patrolling reveals all hidden units in the area of patrols, which can be useful for scouting within enemy forts, outside of your view range, or for enemy submarines, and patrolling units will also automatically engage enemy bombers attempting to conduct a mission in the area of patrols. Fighters are very effective against enemy bombers, which makes this feature of patrols particularly effective at protecting your ground and naval units from bombers - they are by far the best way to counter an enemy air force, although pushing with tanks and trying to capture their airbases will perhaps work in a pinch. Fighters are very ineffective against ground and naval units, so sending these on attack missions may be pointless. Supremacy 1914 Beginner's Guide1. Economics and ProductionYour country consists of several provinces.
Provinces generate money and resources, as well as being the places where units are recruited. Every province will generate money, but each province will only generate the resource that the province specialises in.1.1 ResourcesThere are seven resources in Supremacy 1914, fitting into three categories. Grain and fish are food resources, lumber and iron ore are construction resources, and coal, oil, and gas are energy resources.Provinces also consume resources. Every province will demand 800 food resources, 800 construction resources, and 800 energy resources per day for their domestic consumption. You can adjust which type of resource is used to meet the domestic demand for each category from the resource menu, accessed from the bottom toolbar. Since equal quantities of each resource category is demanded, if your country is severely lacking in one or two categories of resources, you may find yourself running a resource deficit.
In this situation finding a trading partner that has the resource category you lack in abundance is strongly recommended.In addition to your provinces' domestic consumption, your units will also require grain and oil in maintenance, and certain types of province improvements also require an ongoing resource maintenance. More on this later. Your resource production minus your resource consumption is your resource surplus, and this is the small green or red number you see below each resource on the resource bar at the top of your screen.Grain is useful for feeding troops, maintaining barracks (improves rate of infantry recruitment), and building cavalry. Fish is useful for building cavalry.Wood is used in many province improvements and some units, while iron is useful for building troops and fortifications.Coal is used for powering railroads and building ships. Oil is used to build factories and troops, as well as for troop maintenance. Gas is used to build air units.Note that every mechanised ground and naval unit, from armoured cars all the way to tanks and battleships, require iron and oil.
Cavalry may save you in the early game, but if you cannot secure a good surplus of both resources by day 14 or so, either through trade or by conquest, you will find yourself with an incredibly weak army.1.2 MoraleMorale affects your provinces' rate of resource production, money income, and infantry recruitment. It is fairly important to keep the morale of your provinces high.Morale will generally tend to improve over time, and in the early game this might be all you need. But as the game goes on and you conquer provinces further and further away from your capital, you may wish to consider building forts, harbours, and railroads to more quickly improve your provinces' morale.Provinces receive a morale penalty from being far from your capital, from any wars that you are fighting, from any resource shortages you have (if you are running a deficit on a resource of which you have none stockpiled, that is a shortage), and, the most important, if you lose your capital. Taking your enemy's capital can seriously cripple your enemy's economy, and naturally losing yours can do the same to yours.1.3 Province ImprovementsIf you click on a province and click on the pile of bricks under 'Construction,' the recruitment and construction menu should open up. From here you can build province improvements and recruit troops.
A rough guide to province improvements are below.Harbours/Railroads - improves province resource output. They can't be built until day 2 and 5 respectively, and take a couple weeks to pay for themselves, so if you expect to be fighting soon you may wish to build something with more immediate benefits. Railroads also require coal to maintain, so if you're an energy-poor country you may wish to hold off on these.
Harbours are also required for any naval units you build, so building harbours in provinces where you intend to build factories in the future may be a good idea.Recruiting Centre/Barracks - recruiting centre allows provinces to naturally recruit infantry over time, and barracks increase this rate of recruitment. Barracks also enable you to build cavalry, which is a good early game offensive unit, but require an ongoing grain maintenance. Double resource provinces have double the infantry recruitment rate while higher-level factories will decrease the cavalry build time, so building barracks in double resource provinces where you intend to build factories in the future may be a good idea.Workshops - required to build literally any other type of unit other than infantry. Also, a level 2 workshop is required to build factories later.
Building at least a couple right on day 1 to get an early-game army going is generally a good idea.Factories - cannot be built until day 8, but factories open up the suite of advanced units. It is strongly recommended that you build these immediately as they become available.
Artillery, naval units, and air units all require some level of factories to build.Fortresses - gives a defensive bonus to troops residing within. They're also a good and cheap way to improve province morale.Airfields - required to build air units, and also required to use said air units. Having a good network of airfields, close enough for your planes to fly from one to the next, is a must if you expect to have an effective airforce.2. Troops and Building an Army2.1 The Early GameFactories cannot be built until day 8, and thus will not be completed until day 10.
This means that for the first ten days, no units requiring factories can be built. This creates a very distinct 'early game' that is devoid of naval, air, or ranged ground combat.Your first priority as any country will be to build a recruitment office in every province. If you are a new player, this should be done for you automatically. Recruitment offices will naturally recruit infantry units at no further cost to you, and recruitment offices themselves are very cheap. Having plenty of infantry can help soak enemy firepower that may otherwise destroy other, much more valuable units.Then you may consider barracks and workshops. Barracks improve the rate of infantry recruitment, but at the cost of an ongoing grain maintenance.If you are a food resource rich country, relying on infantry and cavalry can give you a very strong early-game army, but if you fail to mechanise your army you may find yourself helpless against your more industrialised neighbours later in the game.
Note that building cavalry requires both barracks and workshops.Units requiring iron to build also tend to require oil to build, so having a supply of both is important. In the early-game, iron and oil will allow you to build armoured cars, which are a good early-game defensive unit.If you expect to fight another player in the early game, having cavalry or armoured cars is a must. If you don't expect to fight another player in the early game. Well, are you sure that your neighbours all feel the same way?2.2.
The Beginning of the Era of Industrialised WarfareDay 10 should see the completion of your first factory or two, and with it brings artillery, balloons, and light cruisers. Build artillery, seriously. Artillery is a ranged unit, which means that it can start attacking non-ranged units like infantry, armoured cars, and cavalry before those units can fight back. This is incredibly powerful.
Artillery wins wars. Artillery is not the end-all be-all of mid-game warfare, however. You will still need a good force to non-ranged units to protect your artillery.Light cruisers are a very good way to project some naval power before battleships, and are essential if you want to do coastal assaults before battleships. Balloons are useless in combat, but they have a good view range. Depending on how much your enemy is relying on deception for his strategy, this may be fairly powerful or utterly useless.Then keep building higher level factories.
But there are certain times that your units will ask for you to give them an accessory, and if you have one you can give it to them. This will strengthen your bond.The trick here is that you only need one piece of accessory that you can switch between units. They won’t know the difference. Fire emblem fates revelation pairings 4. ACCESSORIESAccessories in Fire Emblem Fates are only for the castle invasions when you face off against your friends via the online component.
Higher level factories will not only unlock new units, but they will also decrease the recruitment time of old units.2.3 Advanced UnitsDay 12 should see the completion of your first level 2 factory, bringing with it tanks and fighters.Tanks are a melee unit, and so their role in combat is fundamentally the same as cavalry / armoured car that dominated the early game. The difference is that they are stronger.
A sizeable force of tanks, supported by a sizeable contingent of infantry, will roll through a purely infantry force quite easily.Although building fighters when there are no bombers for you to contest may seem like a waste of time, the ability of fighters to reveal units in their area of patrol can make building one or two worthwhile.Day 14 should see the completion of your first level 3 factory, and with it comes railguns, battleships, heavy tanks, and bombers.Railguns are an extremely expensive alternative to artillery. They out-range every other unit in the game, but require a level 3 factory and a railroads to build, and can only move on railroaded provinces. They are quite effective in certain niche roles, one of those being defending your coast against battleships and light cruisers, but in most cases you'll be better off just building more artillery.
Also, railguns are massively vulnerable against enemy air power. Put a solid fighter force over them, and stack them heavily with infantry in case a bomber does go through. If you don't have complete air superiority over your own country, a railgun is a waste of resources and time.Battleships and submarines rule the seas.
Battleships fundamentally do the same role as light cruisers, except better. They'll be your go-to unit when you need to project military power upon foreign shores, and they don't suffer the disadvantage of being out-ranged by artillery that light cruisers does: battleships have the second longest range of any unit in the game.
Submarines are a melee naval unit, and they are quite effective at catching enemy light cruisers and battleships. Do note that even in a melee battle, a battleship is stronger than a submarine - but because battleships are so much more expensive than submarines, sending submarines against enemy battleships is still worth doing even if you lose more submarines than the enemy loses battleships.Heavy tanks are tanks, but better. There's not much to say here.Bombers are very good at striking behind the lines. They can simply fly over the front lines defended heavily by infantry, cavalry, and armoured cars, and simply strike at artillery behind the lines directly. This can be quite useful. Do be aware that bombers are very vulnerable to patrolling enemy fighters.
If you expect to be fighting against an enemy air force, putting fighters in the same unit as bombers before you send them out on bombing missions will be useful.3. The Principles of Warfare3.1 Basic PrinciplesAll else being equal, a combat between a medium-size unit and a large unit will end in the medium-size unit losing and also suffering more casualties. You will thus need to find a balance between having a concentrated army that is more effective in combat, and a dispersed army that can contest more locations at once.Cavalry and armoured cars in the early game may not seem like they are that much better than infantry, but infantry suffers a severe combat penalty in larger stacks whereas cavalry and armoured cars suffer a far less severe combat penalty. 4 infantry will usually defeat 1 AC + 1 cavalry, but 100 infantry will not stand a chance against 25 AC + 25 cavalry, even though the ratio of troops is identical. As your armies grow larger (and your starting army is fairly large to begin with), armoured cars and cavalry are essential for projecting a powerful early-game military force.Once you build higher level factories, tanks can be an expensive but also much more powerful alternative to cavalry and armoured cars. If, hypothetically, you want to roll over the enemy front lines and kill enemy artillery/capture enemy airbases, tanks are a decent way to do that.Stacking your expensive units with infantry is a great idea.
Infantry is cheap, and generally speaking you want the enemy to be killing your infantry instead of your much more valuable units.Infantry and cavalry suffer from morale loss. If you send them on long campaigns through enemy territory, or garrison them for weeks on a low-morale province, their combat capabilities will be quite badly compromised.3.2 Coasts and Naval CombatGround units suffer a severe combat penalty while they are on the ocean, or while they are disembarking.
Since disembarking on a hostile coast is a process that takes 4.5 hours (2.25 with a harbour), this means that a small force garrisoned on the beach can potentially hold itself against a significantly larger force attempting to come ashore. Naturally putting your forces on the beach is an excellent idea if you have enemies across the sea.Make sure that you do not accidentally disembark your units when you put them on the shore. If you disembark your units, they will not be able to initiate combat against other ground units on the sea.In terms of a navy, in order to build naval units you need a province with both harbours and naval units.Once you have factories, light cruisers and later battleships can be built. Light cruisers are a ranged naval unit, and so they're useful for assaulting protected coasts. However, they have a shorter range than artillery, which means that a coast that is protected with artillery can defend itself very effectively against light cruisers. Light cruisers are also fairly good for picking off stacks of infantry as they are transported helplessly through the ocean.
Make sure you make full use of the light cruisers' range, however, as they can be quite vulnerable in melee combat (melee combat refers to any combat that occurs within an infantry's fighting range).Battleships work on the same principle, except that they have a longer range than even artillery, allowing them to quite comfortably shell anything that isn't another battleship from range. Depending on how many ground units you have to spare, putting battleships in the same unit with infantry, so that your infantry transports soak up hits meant for your battleships, may be an effective if somewhat cold-blooded idea.Submarines are meant to counter your light cruisers and battleships. Subs have zero range, but they are invisible unless in combat, revealed by espionage, or scouted via air patrols, making it difficult for light cruisers and battleships to bring their range advantage to bear. In melee combat, subs are also more effective, in terms of the strength to cost ratio, than light cruisers or battleships.3.3 Artillery, the Application and Protection ofThe importance of artillery cannot be overemphasized. Not only can artillery fight at range on the field, it can also shell forts.
Once your enemies start building forts of level 2 or higher, simply rushing your enemies with infantry, cavalry, or armoured cars will no longer be a viable strategy. It is always a good idea to let artillery sit next to enemy fortifications for a while, to reduce the level of those forts and also destroy the units within.
Without artillery, assaults of higher level forts becomes downright impossible.Artillery, however, are also a vulnerable unit, so good protection of them is necessary. Against an enemy that can only engage in melee combat, putting your artillery behind stacks of other units will be sufficient, but if your enemy also has artillery, or has air superiority over your armies, then you may wish to put infantry in the same unit as your artillery as well.3.4 Air PowerBalloons are not combat units, so I will ignore them here.In terms of projecting your air power, the importance of airbases cannot be understated. Your air units not only require an airbase to be built, but they also require an airbase to fly missions from. Having a network of airbases, close enough for your planes to fly from one to the next instead of having to be transported, is vital for the projection of air power.The primary use of fighters is patrols. Patrolling reveals all hidden units in the area of patrols, which can be useful for scouting within enemy forts, outside of your view range, or for enemy submarines, and patrolling units will also automatically engage enemy bombers attempting to conduct a mission in the area of patrols. Fighters are very effective against enemy bombers, which makes this feature of patrols particularly effective at protecting your ground and naval units from bombers - they are by far the best way to counter an enemy air force, although pushing with tanks and trying to capture their airbases will perhaps work in a pinch. Fighters are very ineffective against ground and naval units, so sending these on attack missions may be pointless.The primary use of bombers is combat against ground and naval units.
Naval units suffer a mild penalty against air units, while ground units suffer a very severe penalty against air units. This would not be particularly effective in and of itself, since air units are also expensive and it'll be a tragedy if enemy infantry stacks even kill one of your bombers, but bombers, like fighters, can fly over enemy frontline troops and attack much more promising targets: artillery, for example.Note that if you lose your airbase, and you do not have another airbase within range, all air units within that airbase will be lost.4. EspionageYou can recruit spies to conduct espionage and counterespionage. To do counterespionage, simply put your spy in a province that you own. This will increase the chances that any hostile spies working in this province will be caught.To do espionage, deploy your spy on an enemy province on one of three missions. Intelligence gathers information about your enemy, while economic and military sabotage will cause direct harm to your enemy.
Consider putting spies on intelligence missions in the capital, as that maximises the chance of uncovering something useful. Naturally, this means that putting a counter-espionage spy in your capital is a sensible defence against enemy intelligence missions.Economic sabotage is most useful in a double resource province, since those are the provinces with the highest resource gain and money income.In both economic and military sabotage, it may be a good idea to move your spies to a different province every day.
Sabotage, because it directly harms your enemy, is reported to your enemy, and if you keep a sabotage spy in one province for too long, your enemy may put multiple counter-espionage spies on that same province to try and catch you.