There actually literally were such pools, a naval manpower pool would be comprised of registered sailors, not a general pool that you turn into soldier as the manpower pool is. l
Yes, those pools did exist, but you can say the same thing of pretty much anything that required a skilled job. There was a set pool of sailors. There was a set pool of military officers too. Cavalry had set pools that depended on the number of horses and (at least early on in the period) how many guys could afford to pay for their own horses. Hell, there was a pool of artillery operators. Should we simulate those too? Pretty much every job had a finite pool, but we had to examine
why those pools existed.
Unlike a manpower pool (or a horse pool), which simulates that you have a finite number of people who can serve with your given population, the specialized jobs your population can do does not depend on some arbitrary pool. It depends on how much you are willing to invest into their recruitment and education.
In other words: if England can only recruit 50k men, then England's army can never exceed 50k men. However, England can, if it chooses to spend the money and time, make these men whatever it wants. They could all be sailors, they could all be officers, hell, they could all be military signal flaggers. One limit is a hard limit forced upon you by the fact that you only have so many people, the other is a soft limit enforced only by what you can and want to afford in terms of time and money. The game represents both of these limits well enough in terms of manpower and building cost/time.
So yes, yes, those pools existed. But they were generally only relevant in times of *emergency*, when you couldn't spare a couple of months or years to train new crew to man your ships and you needed men who already knew how to sail and needed them fast. Which is why impressment was only really a thing during wartime, and generally even then only when wars were going rather badly for you. During peace time there as no such issue, as Britain, for example, had ample time to take random guys off the street and train them to be sailors - which is what the majority of sailors were to begin with.
The argument could be made that ships should draw manpower from the general pool, and that's a fine argument. Even the argument that they should draw maintenance costs from the manpower pool can be made. However, the need for a separate pool would just needlessly obfuscate the game and introduce a mechanic that is useless the vast majority of the time.
However, having them draw from their own manpower pool is unnecessary. The player's choice to build and maintain their fleet is enough simulation for that aspect. Abstract the training of sailors as a cost to train them that is part of the maintenance cost.
you can lose your entire fleet and it'll make your fighting efficiency better, the next time.
And...that is actually rather realistic. You learn lessons from losing, more so than winning usually, so one would expect that in a similar scenario in the future you would do better. That makes perfect sense, in fact, that's how much of military scholarship works.
The big set back though is that
you just lost your entire fleet. Which means you are vulnerable and unable to do anything at sea until you can rebuild your navy enough to actually do anything, which would take a couple of decades at the very least and a tremendous amount of money.
The limits are ducats, time, and provinces.
And historically, these were the limits as well. Navies have always been cost-limited, not manpower-limited. It was due to time and cost that impressment happened, for example. I do think ship types should be more varied, with big ships like 2nd and 1st rates only being able to be built by specific provinces with specific improvements to allow the construction of such large behemoths, though. But yeah, generally, what limited the size of your navy was: 1) how much you could afford, 2) how much time you had to build, and 3) how many places you had where you could build at once.
But you you can just borrow a sack of ducats, and build a ship of the line in every coastal province you own, (Victoria does this better with big naval bases) and in a few years you've rebuilt your entire fleet, better than before; just gather it up.
And this is a problem...how? This is, for example, exactly what the British did several times in history. The game does need a better way to simulate the importance of ship yards for building large ships, but outside of that, it's not that ridiculous. Hell, the bank of England was established to fund the navy. It was literally established so that the Brits
could borrow a sack of ducats, build a ship of the line on every available shipyard, and have a brand new navy in only a couple of years, better than before.
Adding time to construction is a good solution as it stands now though, it took years to construct some ships of the line, though galleys shouldn't take more than a year to build.
A heavy ship takes about 730 days to build, which is about 2 years. Frankly, I wouldn't mind if the bigger heavy ships took longer. But that would require a more nuanced system where it differentiates huge triple deckers from, say, smaller 1 deckers.
Composite archers were the primary offensive means in the Ottoman navy at the time, losing all of them gutted their primary means of actually fighting at sea. As I said they rebuilt most of their fleet but they avoided confrontation for years.
Yes, I know. That's not what I argued. Regardless of where those composite archers had been lost they would have been difficult to replace. Even if they had lost the composite archers on land, they would have been equally difficult to replace. This is because
archers in general are very costly to train in terms of both time and money. This is part of the main reason why guns replaced bows in Europe even though bows had drastically higher effective ranges (with regards to accuracy).