Admirals, Ports and Fleets
Concept: Our objective is to create a naval system that reflects the true strategic constraints faced by countries at the time. Range, Technology, Country Traditions, advisors, commanders, infrastructure and geographic features define the true capabilities of a country in naval matters.
Ports will have a maximum capability for servicing ships
New Rating Parameters: All Admiral stats will be given in a rating between 1 and 9, so all new admirals will be generated using such stats.
Potential Stats: All Admirals will have potential stats. These remain hidden for the whole game and represent the maximum level attainable by such Admiral.
A Fleet neatly described
1. Roll D6 for the Stats Generation Roll:
+1 per 10 points of naval tradition
+1 per each naval National Ethos
+1 per each naval policy level
-1 per each land policy level
+X per province building bonus
2. Subtract D10 from the result above. This is the Final Index (FI)
3. Roll for all Final Potential Stats on the following table:
Each single point of stat modifier (like leader_naval_manuever = x) should increase by 1 the FI scale for the roll pertaining the relevant stat.
4. To find Current Stats a D3 roll is made. If the roll is 1 or 2, the current stat drops one and roll again. If the roll is 3, the current value is then found. That shall be done individually per stat.
5. To determine Admiral cost and who commands a battle when more than a fleet is present, roll for Admiral Rank:
1 - Commander
2 - Captain
3 - Commodore
4 - Rear-Admiral
5 - Vice-Admiral
6 - Admiral
A merchant ship manned by honest, friendly and very competent mariners, always willing to deliver the best products to the customers. Yes, it's really Team Magna Mundi Ship!
6. To add flavour to each Admiral they can have special traits. A first roll is made to determine how many traits the Admiral has:
50% - 0 Traits
30% - 1 Trait
15% - 2 Traits
5% - 3 Traits
A nice view of Renascence's Venice...
List of traits and effects (chance is the same for all traits):
Master Navigator Adds 20% to the travelling speed of each ship in his fleet.
Poor Navigator Subtracts 20% to the travelling speed of each ship in his fleet.
Charismatic 20% to morale in combat
Dull - -20% to morale in combat
Lucky Better rolls in all combat rounds
Unlucky Worse rolls in all combat rounds
Sharpshooter - +10% damage to enemy ships from ranged
Lousy Shooter - -10% damage to enemy ships from ranged
Resourceful Repairs all ships between 0 and 5% per combat round
Artless ships damaged 1% minimum per month at sea and per round of combat.
Cunning - +5% Naval Discipline to the fleet
Naive - -5% Naval Discipline to the fleet
Organized - +5% repair per month at port, troop loading/unloading 25% faster
Disorganized - -5% repair per month at port, troop loading/unloading 25% slower
Patriotic Costs half monthly
Corrupt Costs double monthly
Admiral Ratings: Admirals have Shock, Fire, Maneuver and Strategic Rating.
Shock influences the boarding actions, fire influences ranged combat, Maneuver influences positioning and reduced effects from attrition and Strategic influences maximum number of ships commanded without penalty and maximum number of transport squadrons commanded.
Ships being built and infrastructure for better admirals in a Portuguese province
Strategic Rating: The Strategic rating of the Admiral defines how many fleets can the Admiral command in battle. Each point of Strategic Rating allows the admiral to command 1 fleet.
The Strategic rating of the Admiral also limits the number of Transport Squadrons a fleet can contain. Thus, an Admiral with 2 Strategic can only have in its fleet 2 transport squadrons, meaning the transport of 2000 men at most.
Port Capacity: Ports have a stat called Port Capacity. This represents the service capability of ports and increase with the port considered. Each Capacity level allows the servicing of 10 ships. If more ships are present at port, repair rates fall to 0% and all fleets morale drops to 50% of the normal value even if all ships can be kept safe inside the port.
Fleet Size: Fleet maximum size is dependent on the number of Naval Country Traditions of the nation. At the least, this means more ships can be brought to combat in a single spot if a country is more naval oriented (and if it built the ships first, of course!). At most, picking more naval traditions increase all other naval statistics of a country, enabling it to rule the waves.
Ops! not enough Traditions to merge the two fleets into a bigger one. At this level, each Portuguese fleet can only hold 15 ships.
Maximum Number of Admirals and Appointments: The maximum number of admirals in the pool is given by the MIL rating of the ruler and is added to the generals of the country. Each country gets one free Admiral (and one free general) independently of the MIL rating of the ruler. If the ruler changes and the new rating is lower than the present number of Admirals+Generals, those Commanders are kept until they retire/die and reduce in number to enable the appointment of new ones.
Appointing Admirals will be free but theyll cost a monthly sum similar to Generals and Advisors. Each appointment will be done at a coastal core mainland province and no other admiral can be recruited from there for some time. The Military Naval Institutions present (a building line) will modify the quality of the Admiral appointed.