Ever the devils advocate

and you must be very unimpressed with the ships then because sailing over the top of each other is exactly what they're doing when they aren't sailing over land....
I'm not disagreeing with you though. I think that will be one of the determining factors of 'how many' is best. I wouldn't want a whole lot of clipping either.
Haha, aye, sorry - I'm chewing the fat and trying to add perspective on the issue, deffo not trying to cause trouble

. I'm definitely not overly thrilled at the ships clipping into each other, but I'm not crazy worried either (my focus is on gameplay substance, if the ships are bright pink and sailing backwards I could live with it if the actual mechanics were good) - I could live with it if they went with mega-overlapping multi-models that spanned multiple provinces as long as the counters and arrows could show us what was going on (devs - if any of you are reading this, I'm not suggesting you would actually do this

) - but given the aim of the models is to look immersive, too much clipping tends to be counter-productive.
We'll see - if there's a way to import the model used in the game into some kind of 3D modelling tool, I imagine it wouldn't be overly complicated to resize and have a play around with (although animating would likely still take some effort - and in both cases you'd need to know what you were doing - you wouldn't want me doing it, I don't know my arse from my elbow when it comes to 3D modelling

). Vonboe provided some links to tools that I think were free, at the very least on a trial basis, in his 3D modelling thread, if someone was keen they could fire that up and maybe practice with some of the EU4/CK2 models or similar? I'd guess it'd be the same principle, and a working proof-of-concept in EU4 (you've got cavalry, artillery and infantry, so could try the different types of units as well) would be a good way to make a strong argument.