Confirm Thalassocracy: A discussion about the naval system in EUIV

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jobarin94

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Hi there Paradoxians!

While we are all desperately waiting for the release of the Cossacks, there are some things we can do to try to deal with the Hype. One of them is to play EU4 endlessly; another one, to read again all the DDs since the release of Common Sense. Or we could also speak about future changes for EU4. If you are hopeless enough to choose that last option, then you have come to the right place.

So, one of the features that needs some rework and that has been recently most requested in the forums is the naval system. After the great improvements that EU4 has experimented concerning diplomacy and peace-time mechanics, I think it’s a good time to have a look at the navy.

Let’s face it, navy in EU4 has not the significance it should have for that period of history. Some have argued that navy-related ideas are not powerful enough to be chosen, but I think they are quite good. The real problem is that the naval system is simply not worth it to spend an Idea slot on it. It’s always preferable to spend that amount of MPs on any other idea group. Even for those nations focused on trade or colonialism, naval ideas are usually not worthy enough.

I have in mind a rather well known historical episode that illustrates pretty well what I want to show. I’m talking about the Spanish Armada disaster of 1588, when, simplifying things, pretty much the whole fleet of Spain was defeated and partly destroyed in front of the coast of Great Britain. After that loss, the Spanish Empire of Philip II suffered a huge weakening. That seems pretty obvious, because how could a colonial empire manage it without being a naval power? And how is it possible to maintain the overseas territories with no fleet or sea control? There’s no way loosing the fleet could be such a disaster in EU4 (except, maybe, in some cases where fleets have exceptional defensive purposes, like with England or Venice). For most countries that would just mean a bunch of money to be paid if you want to rebuilt your fleet, but it wouldn’t be a priority for the player anyway, as it had to be historically for colonial nations.

So, in my opinion, there are some easy ways to represent this without entirely changing the naval system in EU4. The whole point of the navy improvements has to be as follows: to make navy a very worth (and necessary) thing to invest, as well as a very expensive thing to lose. Not only in terms of money, but also of prestige, geographic domination and political influence.

I think the optimal way to do it should include a complete rework of how the navy works, introducing some sort of maritime areas of control instead of a merely division of the sea in squares; and some more utilities and depth for ships, instead of the current division in war ships, trade ships and transport ships.

Nevertheless, there are some simple and easy ways to improve the naval system without modifying the core game system, simply using the parameters already existing in the game. The point is to make fleets more necessary and worthy, and the absence of it more painful for a coastal nation. In other words, we have to really make navy a necessary tool for strategic domination, as it was historically. Here are the courses of actions that I suggest:

1. Make trade more dependent on navy (not only on light ships) and/or naval tradition

2. Make the colonial growing dependent on navy and/or naval tradition

3. Make income from colonies dependent on navy

4. Make overseas minimal autonomy and monthly autonomy change dependent on navy.

5. Increase the war score obtained by port blockading and the profit made of it.

6. Establish some bonuses for prestige and Power Projection as a result of a big navy, and some penalties for a little navy (relative to its navy force limit).

All those changes, properly balanced, could make navy really useful and necessary. They also make a lot of sense historically speaking, specially points 2, 3 and 4. This way you would really want to have a big fleet, and you could really want to pick a naval idea, since it would mean huge bonuses for your nation. Besides, losing your navy would mean a big loss for your nation, as well as destroying the enemy’s fleet would strongly weaken him for a while.

Another feature that could be implemented, but this is already a substantial modification of the game mechanics, is the robbery of private pirates. What I have in mind is, for example, a penalty to coastal provinces trade power/income or to a whole trade node due to the activity of pirates in that area. This penalty could be reduced and even eliminated by patrolling the area with a proper military fleet.

And that’s all, I just wanted to give my ideas and to contribute to improving the game. I hope this threat could serve to discuss about this topic, even if my ideas aren't taken into account. So let’s discuss!

P.S.: I apologize for any possible mistake, as English is not my mother language or my first foreigner language.
 
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ChildeR

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Having a large army does not give (m)any useful bonuses, yet every nation wants to have a big army to beat their enemies. I think it should be pretty much the same with navies. Needing a big fleet that will just end up staying in port giving bonuses would not be a great solution, IMO.

The problem is that there is almost no use for a navy unless you are fighting against someone separated by sea or deriving a major part of your income from navy-buffed trade. And when you do need it, it is too easy to outbuild and beat any AI navy you might face. The only really interesting navy situation arises in the Mediterranean where if you ever plan to fight the Ottomans you can benefit hugely from beating their navy and blockading the strait, which is not too easy in the early game

I don't really have alternative suggestions, unfortunately.
 
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thissideup

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I absolutely agree on this. A major dependency on Navy for colonies is very needed. In fact I doubt the Thirteen Colonies would have waited that long to declare independence if the British wouldn't have had their navy.

Anyway from what I've heard, the biggest problems with game changes are the complexity effects. The AI for example is handling path finding, especially for navies, on an extremely basic level. Not because its too hard to implement something more challenging but because it would bring down any computer if it is more complex. So I am very glad that what you proposed are mostly changes to variables and basic calculations.

One thing I would add: We already have "protect trade" mechanics integrated, having to use this functionality not only to steer trade but to actually keep e.g. liberty desire low is a major game changer that wouldn't go hard on computer resources. And btw there already is Piracy implemented, I forgot since which expansion though.

Absolutely loving your ideas nonetheless!
 
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Dutchman251

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One of the strangest things out here is that actual trade ships (for instance the flute) merely function as transport ships, while the light ships do improve your trade power.

I think this should be reworked by using your transport/trade ships to generate trade power, while using your galleys/light ships to fight piracy or commit it.
 
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TheRingisHot

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while at it, combine galley combat ability and heavy ship combat ability into one idea (Naval ideas).
It's awkward to spend 400 mil points into galley combat ability as england netherlands etc..

and losing naval battles ought to have a bigger impact on war exhaustion
 
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vfmikey

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For me the problem is that blockading isn't painful enough. I just had TO 100% blockaded in a trade war as Gotland, and all that happened to them was spending a bunch of points on keeping war exhaustion low, and having a little less trade income. And I specifically mention TO, because they are basically nation that's supported by trade, so especially nations like those (Netherlands, Italian minors, Portugal, Hands, etc) should be hurting from complete blockade lasting a decade.

-75% Trade Power seemed like a lot, but when you take into account different bonuses you get in provinces like mercantilism, buildings, ideas - it's very weak. Maybe it should act like Local Autonomy, hurting not only trade through goods produced and Trade Power, but also tax and force limit, maybe adding unrest. Maybe there should be extra malus for being 100% blockaded.
 
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matk

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One idea I really like (not sure who came up with it) is a way to make trade dependent on the navy: for every non-inland trade node, you have a theoretical trade power (TTP) and a real trade power (RTP). Your TTP in a node is what you get from merchants, provinces, CoTs, estuaries, but not light ships. However, your RTP (what is used to calculate trade income) is only a portion of the TTP, based on some necessary number of ships protecting trade there. If you have nearly no power there, you'll only need a few ships to propagate that trade power. If you have all the power, you'll need a significant fleet there to get something out of it.

This way, you wouldn't be able to light ship spam to get more trade power, but you would need to maintain many separate fleets to keep your trade empire working.
 
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earlofbrigand

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Maybe something along the lines of trade ships staying as they are, but the heavy ships taking much longer to build (thus the loss being much greater), but giving them much greater importance - whether this be for disrupting piracy, colonial growth and naval warfare.
 

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I think for the navies to become relevant naval warfare needs an overhaul as well. Now after one single naval battle you either have complete naval dominance, or you have barely a fleet left and whatever is left is docked for the remaining war. Compare that with armies, where as a underdog you do have a fighting chance even if you are outnumber by defending with terrain bonuses on your side and out manoeuvring the enemy death stack and winning the siege war actually gives an opportunity to turn the war in your favour even if you are outnumbered. If I can't build a large enough navy to challenge for naval dominance, I usually don't both to build anything other than light ships.

In real history there are few examples of navies who combined their entire navy in single fleet, and the two examples that come to mind, both the Spanish and the Brittish armada, were not very successful enterprises. Yet, in game every naval war is decided with a single armada versus armada battle.

Naval battles and blocking also give very little war-score, even if you use an appropriate CB as trade protection, if you want to demand anything more than a few ducats, like Humiliate or Tranfer Trade Power, you do have to siege some provinces down or spent years blockading. The Dutch-English wars were fought almost entirely on sea, and neither country was blockaded for years for it to come to a conclusion. Neither did one country win all the naval battles, or lost a significant part of the fleet.

Also, while it's somewhat realistic that building a ship takes a rather long time, building a fleet didn't take as long as in EU4 because one city could build multiple ships at once. In the Zaanstreek, the industrial area up north Amsterdam produced between 100 and 150 seagoing vessels a year during the Dutch golden age, build at 26 wharfs, supported by 900 sawmills. In time of war navies also bought or leased merchant ships. Navies thus had a lot more elasticity than represented in the game, several years to rebuild a large fleet, and if your mostly a coastal nation it can be risky because you can't raise an army if a ship is being build there.
 
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zsImmortal

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First thing would be to combine light ships and transports. Transports are mandatory but give hardly any benefits. This would allow your transports to be useful beyond shipping troops. If not, just allow transports to 'carry cargo', which would give trade power equivalent to light ships. Maybe add an option for transports to help bolster settlers in colonies.

Make piracy more valuable. They should be able to sink ships and seize money from it if there's no light ships protecting trade. Currently it's just a lame duck feature.

Give ship crews experience. It was a major game changer for nations like Genoa, Venice, GB, etc. to have experienced sailors in battles. Would make it so that you could manage with fewer ships beyond the naval tech.

Overseas supply should be dependent on your naval ability too.

Some other features definitely need to be added because it's such an unfulfilling part of the game. Navies had so many more roles than just sinking the other nations' navies and in the EU4 era, the seas were the main area Europe outshone anywhere else.
 
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Olligarchy

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I absolutely agree. The Naval mechanics need a serious overhaul and a reason to make them relevant.

Possibly a dumb idea, but maybe a good "bonus" for naval superiority would be that heavy/light ships could 'siege' coastal provinces and capture them like armies can? That way even a dedicated land power like Prussia or Russia has an incentive to have at least a token 'deterrent' navy to stop all their important ports from being captured by navies!
 
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YuriiH

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This issue has been risen many-many times.
Obviously, Paradox does not want to use any naval improvements from mods, or suggestions from the forum.
It seems the developers want something unique, but that they don't have resources for the complete naval overhaul.
Moreover, why should one invent something new when HOI4 comes with its own naval mechanics, which can partially be implemented into EU4 after/with release
It reminds me of CK2 hordes and EU4 hordes that will come 5 months after implementation.
 
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Metagel

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The core problem with the naval game is that the quality means almost nothing when you throw 200+ ships at something. The lack of combat width and the ease with which you can completely dominate the naval game simply by making decent ducats completely defeats the mechanic. Similarly, it's very easy to game the AI into letting you onto their mainland even with an inferior navy. There's only three countries who you have to surpass in the game to be the naval king: Britain, Venice and Ottomans. Ottomans are easily bypassed by military access and Britain's navy is only noteworthy in the opening 50 years and closing 100 years.
 

yerm

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The biggest problem is the all or nothing fights. Land battles are not decisive; after a massive battle, the loser crawls home without actual lost units. In a naval battle, losses are not replenished from manpower and are instead permanent, buccaneer mercenaries are not available to inflate numbers for cash, and there are not clear static objectives beyond the enemy fleet like with sieges.

Get rid of the whole durability based system of sunk ships. Infantry units reduced to 0 remaining units do not get destroyed; after a particularly rough engagement and a shift click you can find yourself with over half an army made of 0-man units! Ships reduced to 0 durability that are part of a working fleet need SOME other outcome. Shattered retreat home? Slows down the overall fleet? Anything but this insta-sinking that results in naval battles being one and done.

Ships need to contribute more to wars. Blockades should absolutely obliterate trade income - there may be smugglers or something abstracted as getting through, but that's not generating crown income, it's smuggling. A blockade should also loot provinces and even siege down undefended provinces with 100% blockade in place. This would mean an enemy with naval dominance either occupies your non-fort coasts or ties up vulnerable units used to defend them. If you don't want to do this, fine, I understand, instead have blockades increase local autonomy and let the defender suck on that.

I am also thinking that force limit regulation might be a big deal here. Having naval FL more rigid like land's could lead to great preliminary change. They could do the whole transports = trade change, and light ships would be a very cheap and spammable option, while heavy ships would be the expensive option for nations investing in a real naval force, who need to stay under force limits. Get rid of this reality where naval FL is barely a soft cap and you can just spam light ships protecting trade over it who pay for themselves.

Finally, very important, sea travel needs to dramatically excel over land. It should be faster to load troops into transports and sail them to a destination, even if a land connection straight there exists. Arguably, this could mean just WAY faster ships, but it also includes hostile landings shouldn't be so laboriously sluggish.
 
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1nf3ct3d

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What if you get decreased tactics or something if u don't have a good admiral but a big fleet. That would mean to actually use a very big fleet you would need some ideas/naval tradition to use all ur ships efficiently
 

WSnova

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This is just giving artificial bonuses to encourage people to use Navies.

Tell me, what bonuses do I get for building an army?

Only thing I would really get behind is the increased warscore from blockades. Navies need to have some actual uses so that people use them. But that would require actual shipping and stuff to fight over at sea.

But yeah, I don´t think that Paradox will do drastic changes to the naval system. So what you propose are good ideas
 

eon47

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This issue has been risen many-many times.
Obviously, Paradox does not want to use any naval improvements from mods, or suggestions from the forum.
It seems the developers want something unique, but that they don't have resources for the complete naval overhaul.
Moreover, why should one invent something new when HOI4 comes with its own naval mechanics, which can partially be implemented into EU4 after/with release
It reminds me of CK2 hordes and EU4 hordes that will come 5 months after implementation.
I think it might be like the random new world feature; there's probably a lot of desire to do it among the devs, but because of mechanical reasons or other priorities, it's not happening yet. I have no doubt that it will be addressed at some point... although I do wish some point was sooner rather than later.
 
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Pugman

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I agree that navies should be more important, but I'm not crazy about getting benefits just from having, but not necessarily using, ships. What I would like to see is far better benefits from strategic trade goods around the globe. There should be a significant reward, for example, for the spice trade with Asia and colonial trade. Embargoes and blockades should block the benefits of trade goods that exist around the world and seriously impact the income of countries who rely on these goods and trade. Some countries may produce enough goods at home to be less impacted by blockades (e.g. France), but others who are more reliant on foreign trade should place more importance on their navy because without this trade they should be seriously impacted (e.g. England, Netherlands). I really like the systems that Civ and Total War used for trade where the benefits of some goods were significant and blockades would remove those benefits. It may not be totally accurate from a historical perspective but it would improve the fun factor quite a bit I think.

P.S. To be more clear, I would prefer a system where countries either have access to trade goods or they do not (because they don't have trade access for whatever reason or they don't produce it at home), instead of the current "trading in" bonus that requires you to control over 20% of the world's trade.
 
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