Victoria 3: Naval Invasion
To take over enemy territory overseas, you need to pull off a naval invasion. A successful invasion opens up a new front, allowing other generals to come in safely. But be cautious, enemy fleets patrolling the coast might try to stop you. Remember, you can’t start planning an invasion until war is officially declared. First, choose your admiral and the target area. Any generals in the same HQ as the admiral are options for leading the invasion.
Keep in mind, the invasion must be led by someone from the admiral’s HQ. If there are no generals there, the admiral can’t proceed with the invasion.
Once you’ve picked your admiral, a general, and a state to invade, there’s a countdown. It’s 43 days of prep, plus any time it takes for the general to get back from the front lines. After that, your fleet tries to land the troops. If there are enemy naval forces around, you might have to fight them off. Win, and your general starts the invasion battle. Lose, and it’s back to the HQ for them.
If the invasion is a success, the admiral will then guard convoys between the HQ and the new front until given other orders.
For convoys, if you need to mess with the enemy’s supply lines, give your admiral the raid convoy order and pick a sea node. But, it has to be a node where the enemy has supplies running. The admiral will then try to sink enemy convoys until the war ends, they’re told to do something else, or they lose a battle. Fleets on escort or patrol can interrupt them.
Raid convoy prep time? 30 days.
On the flip side, if your supplies are at risk, use the escort convoys order. This protects your supply lines from raiders. If you’re responding to an ongoing raid, check the navy info for that sea node to make sure your fleet can take them on. To set it up, choose an HQ to patrol toward. This protects all sea nodes between the admiral’s HQ and the target. To check which admirals are guarding a node, just click on it and go to the navy tab.
Escort convoys order takes 20 days to set up.