"Just" improving the AI is something people who don't know anything about coding say an awful lot.Rather than the OP suggestion, I think it'd be better to just improve the AI's fleet management.
- 25
"Just" improving the AI is something people who don't know anything about coding say an awful lot.Rather than the OP suggestion, I think it'd be better to just improve the AI's fleet management.
Yes, but that is not how regiments work. A single regiment is 1000/1000 men.
Which boat is carrying the regiment?
If it takes 2 boats to hold a single 1000/1000 regiment; the loss of one of those boats means the whole regiment would pop.
Not as odd as all that, because the trade-related missions are described as "protecting trade" (implication: by shooting people who try to interfere) and "privateering" (shooting at merchants and taking their stuff).As a note, has it struck anyone else as weird that your "trade ships" are mostly small, fast warships (i.e. Frigates), while your "transport ships" are trading vessels (Cog, Flyte, Merchantman, East Indiaman)?
As a note, has it struck anyone else as weird that your "trade ships" are mostly small, fast warships (i.e. Frigates), while your "transport ships" are trading vessels (Cog, Flyte, Merchantman, East Indiaman)?
Not as odd as all that, because the trade-related missions are described as "protecting trade" (implication: by shooting people who try to interfere) and "privateering" (shooting at merchants and taking their stuff).
What I'd suggest:
3. Let light ships have the best blockade rating.
I don't know how EU4's AI is implemented, but a naval component with moving troops around makes for a much broader and more complex decision tree. On land you can map out all possible troop movements and pick the one you want to do without too much computation. Moving across water greatly enhances the number of potential "end points" to the army's movement, which means lots more computations (and a real-time game like this can't just compute as much as it wants to or it'll slow way down). Additionally there are fresh considerations that have to come into play once the army is on the water -- you have to watch for enemy navies (& adjust as they move around / enter or leave fog-of-war / try to guess where they are if they're hidden in the fog), choose landing spots where you're not too likely to get ambushed before you can transport your entire army (assuming you have few enough transports that you have to move them in pieces) but still pick a landing spot that's tactically viable...I wonder why naval operations are so often a problem for the AI in all kinds of strategy empire building games. Are there any gaming articles that analyze the phenomenon deeper?
Likewise, ships suitable for transport were everywhere in Europe and the Mediterranean. No European state, to my knowledge, maintained state-controlled ships specifically built for the purpose of military transportation. Certainly the Ottoman Empire didn't - not seafaring ships, in any case. It was simply not necessary. Armies were transported on regular combat ships or requisitioned merchant vessels. These were not hard to come by, and did not have to be custom-built beforehand. EUIV's current system does not fit with history. A process whereby we could generate transport fleets in exchange for money (an abstraction of the various methods undergone to requisition those ships, just as regular ship construction is abstracted) would be a much more fitting system.
4. Create a system of naval interception at sea, so that there is a chance two enemy ships could, in fact, pass in the night. Sorties from a blockaded port would have a far higher chance to be intercepted. Chances to encounter an enemy in a deep sea area would be decreased.
"AI Nations With a Lot of Island Provinces" didn't fit in the subject line.I've read through this entire thread and there are some great suggestions so I think we need a dev to get in here and give their say on the matter, also because of what this thread has become, the title is a bit misleading.
I was thinking more along the lines of "Big/Needed Changes to the Naval System""AI Nations With a Lot of Island Provinces" didn't fit in the subject line.![]()
It's better for the AI because the AI won't need to try to figure out how many transports it needs, and AIs with island provinces won't suffer from perpetual revolts that they throw thousands of men at piecemeal over a period of centuries.