
Originally Posted by
George LeS
1. The big advantage in DW is that you can give specific units (that is, specified by unit type) by events and commands. It does help.
2. IMO, it's an error to go too far in giving specific ship types, just for flavor. The key is what their effect in game is. I don't see, in a game as strategic in scope as EU, that it's important to give the EXACT correct unit type, if the capabilities in combat aren't much different.
3. Some of what you're looking at -- riverine forces -- are simply irrelevant to EUIII (or I and II, for that matter). Whether we like it or not, there is nothing representing this in-game. There isn't even any real representation of coastal vs seagoing forces, other than the restricted waters bonus for galleys. So if you want to somehow represent riverine forces, you must do so with the LAND, not the SEA, combat system, as that's the only place its effect can be reproduced.
4. To me, the biggest issue is here "having the ability to make countries have stong armies with weak navies or visa versa." But the idea that this must be represented in the tech tables and unit types is not really the way to go. For all practical purposes, all the important navies of the 18th C (including the Nap wars of the 19th) were of generally similar types. But the really big factor was their navies' sizes, and competence. And the big issue here was simply resources. And the game doesn't give a good representation of how hard it was to compete on both land and sea. It is much too easy to build a French fleet without loss of land supremacy, and while the Turkish fleet was bigger than the Venetian most of the time, the scale of their edge was not close to that represented in the game.
I believe that the single biggest help here would be to make policies and ideas more powerful, collectively, in edging up the size of the fleets, and their fighting strengths. But the key word is "collectively". Rather than just 2 ideas, one of which increases naval limits, the other lowering costs, EACH naval idea should give these benefits. And every step of Naval on the slider should increase the size of fleet you can maintain. The trouble with the game is that it tries to address this with a minimum number of big factors; I believe that ubik was dead-on right in MM, making the combination of several ideas and policies have a multiplier effect.
5. Despite what I said in the preceding paragraph, I certainly don't object to including the differences between, say, the French and British shipbuilding traditions. I do think it is nice flavor. Hell, I love that stuff. But remember that this is not what decided battles, essentially. And its lack is not what is wrong with the naval system, not fundamentally. What is needed is a fix for combat, and for sustainable fleet size. That is central. What interests me about your efforts is that you seem to be attacking the problems in some ways which never occurred to me, or AFAIK, to any one else. So keep that up.