This is the interface for ship design. It looks complex but when you have used it for awhile it flows pretty well. Basically like most designing activities, things are a compromise. Do you want more speed? Bigger engines mean less weight available for armor. Want bigger guns? You'll have less of them and they will shoot at a slower rate. Need better secondary guns for use against destroyers and torpedo boats? You'll need to free up some valuable deck space. It's all a compromise. A fun compromiseUltimate Admiral: Dreadnoughts aims to be the first game of its kind - a true naval warfare game - which offers a unique opportunity to design and build countless variations of realistic looking warships combined with an extremely in-depth and realistic combat model. We are absolutely excited with what we are making and we hope everyone who is interested about the dreadnought era and naval warfare, will join our ambitious project and support us.
![Wink :wink:](./images/smilies/icon/wink.gif)
Fighting a battle at sea:
![Image](https://cdn.cloudflare.steamstatic.com/steam/apps/1069660/ss_6c4648f5c06d56b3c321f469cb56a4ea9fa13f9c.1920x1080.jpg?t=1639155768)
There is now also a rudimentary campaign which will be fleshed out as the game develops in Early Access:
![Image](https://cdn.cloudflare.steamstatic.com/steam/apps/1069660/ss_1c666f5c0a40276f4b8bc9659b49421696cca88a.1920x1080.jpg?t=1639155768)