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Drakken

Kawachi-no-kokushu
98 Badges
Jan 1, 2001
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Or, more to the point, will the Japanese be have the range to just travel into European waters, freely and unrestricted?

Coaling was absolutely vital in the Vic3 era. It fueled the worldwide demand for coal and contributed to colonization by imperial powers building coaling stations throughout their colonies. If they couldn't do so, they would maintain good relations with powers that could coal them at a favourable price.

This also explained why sailing boats were kept around well into the end of the 19th century: Coaling cost money, but wind was free. Only when coal, then fuel, became so accessible that it became cheap did it become economically viable to convert trade ships from sails to engines.

In Vic2, coaling stations were simply a colonization building that served no real purpose than to increase penetration. IMHO, if it were for me :

- Traveling around the globe with coal-fueled ships should cost money.
- To travel around the globe, you should have a coaling access treaty which allow resupplying ships inside that country's harbors.
- Countries should control the access to their coastal or interior seazones.
- Navy forces should absolutely NOT be able to enter these seazones without a Navy Access treaty (like for the Dardanelles for Russia).
 
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That raises another question. If goods have to be shipped from one side of the world to the other because the factories are far away from the RGOs (or this game's equivalent), will that push up the price the factory has to pay for them?
 
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Or, more to the point, will the Japanese be have the range to just travel into European waters, for free and unrestricted?

Coaling was absolutely vital in the Vic3 era. It fueled the worldwide demand for coal and contributed to colonization by imperial powers building coaling stations throughout their colonies. If they couldn't do so, they would maintain good relations with powers that could coal them at a favourable price.

This also explained why sailing boats were kept around, even with coaling engines around: Coaling cost money, but wind was free.

IMHO, if it were for me :

- Traveling around the globe with coal-fueled ships should cost money.
- To travel around the globe, you should have a coaling access treaty which allow resupplying ships inside that country's harbors.
- Countries should control the access to their coastal or interior seazones.
- Navy forces should absolutely NOT be able to enter these seazones without a Navy Access treaty (like for the Dardanelles for Russia).
Wasn't this kind of present in vicky 2 where all of your ships would die if you didn't make a lot of stops on the way, at least early game. And the Dardanells should defintitely be a headache for Russia, some mods had it as a canal so that it couldn't be used in war
 
I want this to be a thing, but I fear for my cpu

TBH our CPUs today are vastly superior now than when Vicky2 came out. It should be able to handle complex data like this.
 
I want this to be a thing, but I fear for my cpu
Ah, that is a concern actually. There's a lot for a computer to keep track of there, in a game that already will likely have a lot going on.
 
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Wasn't this kind of present in vicky 2 where all of your ships would die if you didn't make a lot of stops on the way, at least early game. And the Dardanells should defintitely be a headache for Russia, some mods had it as a canal so that it couldn't be used in war

That's how I remember things, but I admit I haven't played Vicky 2 in a looooooong while. I do not even know which mods are up-to-date now. :(

Anyway, even in 1905 the Baltic Fleet had to be coaled by Germany during its Voyage of the Damned. Britain refused because Japan was their ally, and the Dogger Bank Incident almost triggered Britain joining the war against Russia.
 
TBH our CPUs today are vastly superior now than when Vicky2 came out. It should be able to handle complex data like this.
Sure, but it seems even with superior CPUs games like Stellaris still struggle to run.
Ah, that is a concern actually. There's a lot for a computer to keep track of there, in a game that already will likely have a lot going on.
Yeah. Don't want Stellaris issues 2 lol
 
Wasn't this kind of present in vicky 2 where all of your ships would die if you didn't make a lot of stops on the way, at least early game. And the Dardanells should defintitely be a headache for Russia, some mods had it as a canal so that it couldn't be used in war
Isn't this naval supply range?
Or, more to the point, will the Japanese be have the range to just travel into European waters, freely and unrestricted?

Coaling was absolutely vital in the Vic3 era. It fueled the worldwide demand for coal and contributed to colonization by imperial powers building coaling stations throughout their colonies. If they couldn't do so, they would maintain good relations with powers that could coal them at a favourable price.

This also explained why sailing boats were kept around well into the end of the 19th century: Coaling cost money, but wind was free. Only when coal, then fuel, became so accessible that it became cheap did it become economically viable to convert trade ships from sails to engines.

In Vic2, coaling stations were simply a colonization building that served no real purpose than to increase penetration. IMHO, if it were for me :

- Traveling around the globe with coal-fueled ships should cost money.
- To travel around the globe, you should have a coaling access treaty which allow resupplying ships inside that country's harbors.
- Countries should control the access to their coastal or interior seazones.
- Navy forces should absolutely NOT be able to enter these seazones without a Navy Access treaty (like for the Dardanelles for Russia).
Don't ships in vic2 only repair if within range of a naval base? Naval bases simulating both coaling stations and the ability to build warships
Controlling sea and coast requires smaller sea provinces which I don't think paradox would do considering how their global map games tend to do sea provinces
 
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Isn't this naval supply range?

Don't ships in vic2 only repair if within range of a naval base? Naval bases simulating both coaling stations and the ability to build warships
Controlling sea and coast requires smaller sea provinces which I don't think paradox would do considering how their global map games tend to do sea provinces
yes indeed, Naval supply range did simulate that quite well, at least in the early game. Later on it might have become too long however