Build Your Own Battleship/ Design Your Dream Dreadnought Aside from the campaign, UAD has a couple of other game modes: The 'Naval Academy' offers 63 self-contained, one-off challenge scenarios of increasing difficulty (but sadly not rewarded with Steam achievements). The 'custom battle' feature allows you to try out various combinations of ships versus other ships. The 'shared designs' feature allows players to create designs which can then be made available to the AI to use (sadly not integrated with Steam Workshop). The heart of the game is its dynamic (i.e. unscripted) SP campaign which lets you choose from ten playable nations and start dates of 1890, 1900, 1910 etc. Some design elements are shared across the playable nations but most major nations have at least some unique hulls. UAD's shipyard is an intuitive, 3D design interface that allows you to build your own ships without much prior knowledge of naval architecture. If you have played Simple Planes, Kerbal Space Program, or Besiege you will find UAD similarly straightforward. You select fundamental aspects (speed, displacement etc) of your design via sliders; other variables (e.g. armour thicknesses) can be clicked +/- or the desired value typed in. The components (turrets, funnels, towers) are chosen from visual menus at the bottom of the screen and placed via drag-and-drop at appropriate locations on the hull; the game provides coloured indication of where it will (or won't) fit. At the simplest extreme, you can create a valid design by placing a main tower at the front, a secondary tower at the back, a funnel somewhere in between, plus at least one main gun wherever you like, and clicking 'save'. Of course, whether you have created a good, balanced design is a different matter since the eternal trade-off between speed/firepower/armour is a design challenge without end. You can make a decent approximation (not replica) of Bismarck, Yamato, Iowa, KGV etc. If for some reason you don't want to design your own fleet at the outset, there is the option to have the AI auto-design one for you. The game features three difficulty levels (normal, hard & legendary) which - as in many strategy games - do nothing more than increase the AI's funding on higher difficulties. The highest setting can help keep a playthrough as the UK or USA challenging for longer. UAD's battle interface maintains the time-honoured dichotomy of 'left-click select, right-click do' so will be instantly playable for anyone who has played an RTS in the last quarter century. The game features modern camera controls (hold RMB to rotate the camera, move the camera with WSAD). This may sound obvious but it's a big part of what makes UAD vastly preferable to the handful of really old-school alternatives e.g. Stormpowered's Jutland/Distant Guns series. Whatever start date you select, the campaign will end in January 1965 at the latest - it may end much sooner if you go bankrupt or unrest resulting from your decisions boils over into a national revolution. Seeing battleship combat continue into the Beatles era(!) is jarring: in UAD's permanently plane-free playground, the battleship is never rendered obsolete by carrier aviation. Even spotter planes are absent from this game: it's like an alternate history where the Wright Brothers stuck to bicycles! Subs are notionally present but reduced to an unseen nuisance. Whereas by 1965 IRL the *other* HMS Dreadnought - the nuclear one - had already been in service for two years! The campaign map is visually fairly minimalist until you hover over units, ports etc for more info. However it is not explained to new players how to provoke a war or intercept specific enemy fleets. Dilemmas (random events that 'pop up' at the start of each turn) closely resemble those from Rule the Waves III: I'm unsure which game was 'inspired' by the other... Used wisely they can help to manipulate the economy to your liking (sacrifice naval budget now to boost GDP in the long run?) but will quickly become repetitive. The battle interface is necessarily less minimalist but does a good job of keeping the abundant information to the edge of the screen (and providing more via tool tips). The lack of a 'formation editor' Γ la Sea Power is particularly grievous since it means every large battle begins with a few minutes of chaos while you try to sort out the mess of a formation you didn't choose and couldn't see in advance. The lack of fundamental formation commands ('turn together', 'turn in succession') is galling since even lacklustre naval games like the Ironclads series get this right. Similarly, the AI's inability or unwillingness to sail its ships in straight lines once battle begins makes it impossible to ever have a battle resembling Jutland, Tsushima or indeed any other fleet action you can name. It may be that the AI has been taught to fear incoming torpedos above all else. My disappointment at this AI behaviour adds to my dismay at the relative rarity of massive fleet battles: they are the exception rather than a typical occurrence. The campaign is almost entirely free-form: there aren't even any win conditions so it's entirely up to you to decide whether you 'won'. The 'Campaign finished: retirement' screen is shockingly anticlimactic so my advice is to enjoy the journey, not the destination. In particular, the lack of any 'realm divide' mechanic - whereby almost every faction will eventually unite against the player to prevent them from steamrolling the AI - means there's no guarantee your playthrough will reach any kind of climax unless you engineer it. Diplomacy in UAD is rudimentary but logical: you can click to try to improve relations or increase tension with one nation per turn, plus you can send fleets in proximity to the enemy to provoke tension. The economy of UAD is rudimentary but logical: apart from the money you spend on ships, three sliders determine how you divide your monthly income. Economic warfare (blockade, trade hunting) is effective, though. The research aspect of the game strongly resembles a game called ICBM , because it puts you in charge of competing in an emerging arms-race and despite the names of these games, dreadnoughts/ICBMs are not the only viable way to go. The game does a decent job of communicating why things are working: for example, selecting your ship and then hovering over its target will bring up a list of all the factors influencing the accuracy of its fire at that moment. The game's modelling of ballistics/penetration is robust and broadly realistic even if relies in part on hidden 'dice rolls' (and even if 'partial penetrations' undermine this realism by rewarding ships for firing inadequate AP at a main belt). The fact that you can't scroll continuously across the Pacific is symbolic of UAD's strange combination of high quality and bizarre flaws: it's a game that gets the hard stuff right - the realism, the 3D models, the shipyard interface - but fails at stuff that you would expect to be easy: a map that scrolls continuously, a formation editor, a button to select all ships, or AI fleets that spend most of their time sailing in a straight line. The juxtaposition of overachievement and underachievement is breathtaking. UAD is: [*]stable, playable and fun; [*]a good strategy game; [*]the best 3D dreadnought game ever made. UAD is not: [*]perfect; [*]a great strategy game for people with no interest in naval warfare; [*]the Battle of Jutland simulator I still dream of. Alternatively: If you like dreadnoughts but hate 3D graphics, consider Rules the Waves III instead; If you hate 3D graphics but prefer modern naval strategy, consider Command: Modern Operations; If you like real-time naval strategy but what you really want is carrier combat, then consider either of the above or just wishlisting Task Force Admiral.
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