Here's a few changes that I think would be relatively easy to implement:
1. Allow coastal provinces which are not covered by a fort's Zone of Control and that have no troops present to be sieged by fleets if those fleets are enough to cause a full blockade. Lots of the Caribbean islands among others changed hands purely as a result of naval sieges, and you can't do this in EU4. Similarly, allow controlled provinces which meet these conditions to be looted by navies.
2. A blockaded coastal province does not get the trade power bonus from being coastal, and all trade power modifiers (Centre of Trade/Natural Harbour/Estuary) have no effect while a blockade is in place. If they have no access to the coast, why should they get bonuses that are dependent on the coast?
3. Embarking and disembarking from ships becomes much faster - two or three days as opposed to a month. It takes far too long to make any kind of naval invasion. At the moment, players can normally move troops from 4-5 provinces away to the site of the landing in the time it takes troops from arriving in the adjacent sea province to making the landing. You will almost never win given the penalties from naval disembark, so naval landings are entirely pointless. This is not historical. Being able to block someone's naval invasion should mean actually have troops there *now*, not in a month.
4. Abolish colonial maintenance. Instead, have settler growth determined by how large a nation's fleet is and how high navy maintenance is. This also means that settler growth can follow a rough proxy for population, insofar as base tax adds to your naval force limit and base tax roughly (very roughly) maps population.
5. Increase ship durability and increase ship moral damage so that naval battles are settled by morale defeat rather than an entire fleet being wiped out (EU4 actually used to do this; the status quo is a regression). In the typical naval battle in the EU4 era, it would be considered an absolutely crushing loss if even a quarter of ships were sunk. As it is, a single naval battle in EU4 the game wipes out the loser's entire fleet and thus ends all naval engagement in a single battle.
6. Massively decrease the time necessary to build ships. It is true that a ship took a long time to build, but as mentioned above each 'province' in EU4 was capable of working on a huge number of ships at any given time.
7. To provide some balance to the above, require some minimal amount of manpower to construct ships. Ships had crews!
9. Add trade power to heavy ships. The Manila Galleon was carried 2,000 tons of weight, double that of even the larger Portuguese carracks, and was perhaps the ultimate definition of a heavy ship in the EU4 era. Yet heavy ships have no trade power! This is silly. Insofar as trade power represents either a) protecting merchant shipments or b) actually carrying the shipments themselves, heavy ships could do this better than light ships and should have higher trade power. The trade-off should obviously be their higher cost, such that the trade power/maintenance for a heavy should be lower than the trade power/maintenance for a light.
10. Abolish transports! There was no specific 'transport' ship in the EU4 era. Soldiers typically fit upon commandeered ships. Heavies, light ships and galleons should all be able to transport a certain number of soldiers.
11. Increase naval force-limits. The Spanish Armada consisted of ~130 ships. Spain in 1580 does not have naval force limits anyway near 130 ships.
12. Drastically reduce transport capabilities. The Spanish Armada was capable of carrying 18,000 soldiers - and that's for 130 ships. If heavies could carry 500 and light ships 100, you'd have a more accurate picture of what it took to transport troops in the EU4 timeframe. This has knock-on effects in terms of buffing the RotW by reducing the European propensity to ship massive great death-stacks around.
13. Let natives build galleys. Partially because they could, and partially so TheMeInTeam shuts up. (
)
I think these would really help improve the substance of navies and naval engagement.
1. Allow coastal provinces which are not covered by a fort's Zone of Control and that have no troops present to be sieged by fleets if those fleets are enough to cause a full blockade. Lots of the Caribbean islands among others changed hands purely as a result of naval sieges, and you can't do this in EU4. Similarly, allow controlled provinces which meet these conditions to be looted by navies.
2. A blockaded coastal province does not get the trade power bonus from being coastal, and all trade power modifiers (Centre of Trade/Natural Harbour/Estuary) have no effect while a blockade is in place. If they have no access to the coast, why should they get bonuses that are dependent on the coast?
3. Embarking and disembarking from ships becomes much faster - two or three days as opposed to a month. It takes far too long to make any kind of naval invasion. At the moment, players can normally move troops from 4-5 provinces away to the site of the landing in the time it takes troops from arriving in the adjacent sea province to making the landing. You will almost never win given the penalties from naval disembark, so naval landings are entirely pointless. This is not historical. Being able to block someone's naval invasion should mean actually have troops there *now*, not in a month.
4. Abolish colonial maintenance. Instead, have settler growth determined by how large a nation's fleet is and how high navy maintenance is. This also means that settler growth can follow a rough proxy for population, insofar as base tax adds to your naval force limit and base tax roughly (very roughly) maps population.
5. Increase ship durability and increase ship moral damage so that naval battles are settled by morale defeat rather than an entire fleet being wiped out (EU4 actually used to do this; the status quo is a regression). In the typical naval battle in the EU4 era, it would be considered an absolutely crushing loss if even a quarter of ships were sunk. As it is, a single naval battle in EU4 the game wipes out the loser's entire fleet and thus ends all naval engagement in a single battle.
6. Massively decrease the time necessary to build ships. It is true that a ship took a long time to build, but as mentioned above each 'province' in EU4 was capable of working on a huge number of ships at any given time.
7. To provide some balance to the above, require some minimal amount of manpower to construct ships. Ships had crews!
9. Add trade power to heavy ships. The Manila Galleon was carried 2,000 tons of weight, double that of even the larger Portuguese carracks, and was perhaps the ultimate definition of a heavy ship in the EU4 era. Yet heavy ships have no trade power! This is silly. Insofar as trade power represents either a) protecting merchant shipments or b) actually carrying the shipments themselves, heavy ships could do this better than light ships and should have higher trade power. The trade-off should obviously be their higher cost, such that the trade power/maintenance for a heavy should be lower than the trade power/maintenance for a light.
10. Abolish transports! There was no specific 'transport' ship in the EU4 era. Soldiers typically fit upon commandeered ships. Heavies, light ships and galleons should all be able to transport a certain number of soldiers.
11. Increase naval force-limits. The Spanish Armada consisted of ~130 ships. Spain in 1580 does not have naval force limits anyway near 130 ships.
12. Drastically reduce transport capabilities. The Spanish Armada was capable of carrying 18,000 soldiers - and that's for 130 ships. If heavies could carry 500 and light ships 100, you'd have a more accurate picture of what it took to transport troops in the EU4 timeframe. This has knock-on effects in terms of buffing the RotW by reducing the European propensity to ship massive great death-stacks around.
13. Let natives build galleys. Partially because they could, and partially so TheMeInTeam shuts up. (
I think these would really help improve the substance of navies and naval engagement.
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