A historically plausible design can perform poorly against the game's AI, whose preferred choices do not always mirror historical doctrine. The design exercise asks what contemporary industry and doctrine might support, while the battle engine rewards other compromises. This distinction matters when simulated results are used to examine a historical counterfactual. UAD is used as a controlled design aid here, and its outputs still require historical interpretation before they say anything useful about a real warship.
Notable Point ยท 49:47-50:27
When historical battleship designs meet game AI
The stream uses UAD as a design experiment while separating historical plausibility from campaign-optimal choices.