So I think I came up with the next best idea for implementing naval stuff into the game. I know devs don't read this stuff, but I don't care. An effort needs to be made. Now before I begin let's make things clear, why do so many people want naval battles? Is it because they're cool? Well, yeah I guess, but that isn't the main reason. Maybe you don't realize it, so ask yourself, when was the last time you NEEDED your entire navy? When? In the 4 years you've been playing when has your 96 ship navy been the key factor in a military campaign? It hasn't has it? See people want naval battles not because they want naval battles per say, but more so, we want naval power. The devs tried helping out by giving us raiding mechanics at sea, but this only helps pagans, how do you think that makes Spain feel hm? Which brings us to our next obstacle: but but naval battles are not historically accurate. You're right, on a whole large naval battles were not historical, so then why did realms build so many boats sea campaigns? Because naval power was historically accurate. And while large naval battles were not historical, small coastal skirmishes were very historical. The only places where large sea encounters happened really were in places where two very large navies met, which was pretty much exclusively from mediterranean republics. So how do we fit all of this into a nice neat mechanic that does all of this for us? That is the problem. And I think I have an idea for it.
First we have to be able to represent sea power in a way that's mostly not about fighting.
1. Ocean region control
Whenever two powers meet for battle, he who controls the sea controls who moves through the sea. So by using naval forces to manipulate movement through an ocean territory we grant navies a non violent way to exert a military control. So here is what I propose.
1.a, Movement through an ocean territory shall be increased by the presence of enemy ships, a value which can be negated by the presence of friendly ships.
So as a formula: I Friendly ships - Enemy ships I + original movement time = new movement time
That first part is the absolute value of the difference in case you were confused.
Okay, big deal, why should I care about this change. Well, if you're invading me and I have 70 ships and you have 30 and the original travel time was 4 days, the new total is now 44 days. Okay, again, big whoop, why should I care. Well, in case you were unaware being at sea is counted as out of supply range and after 28 days, you run out of supply, so you've just spend another 16 days at sea without supply. Not to mention the number of days it took you to get there already. So you're landing of foreign territory after a month attrition of no supply, that's bad, that's very bad. You can also use this method to just follow a traveling naval force and starve out any troops they are carrying so long as you have a larger navy. And why stop there, ocean control should affect movement across straights.
1.b. Movement over a straight shall be increased by the presence of enemy ships and negated as in 1a, but with a twist. This increase shall be multiplicative.
So as a formula: I Friendly ships - Enemy ships I * original movement time across straight = new movement time.
I hope you can see where I'm going with this, but let's spell it out. Going across straights takes more time than you think, but along with a multiplicative factor that can make it take damn near forever, ie impossible. So a base movement time of 10 days with 40 enemy ships = 400 days to cross. I can do a lot of damage in 400 days, so cross the channel bitch, I dare ya.
But what would this idea be without naval battles? Which brings me to a change I wanted to make for a long time.
2. You must load your men onto a ships at the harbor (not while they're in the freakin' ocean). So he who controls the harbor controls who gets off at that province.
And to win a harbor back you must fight on the seas...of the harbor. Hey, I got the battles in there be happy. So anyway how would this work? Well as I see it any naval battle calculates itself like a siege battle would. One center flank, skirmish phase only. Each ship comes with 100 light infantry sailors (they're more pseudo troops as you can't land them they can only defend) and transport troops are allowed to fight as well, but they directly subtract from you sailor total. So let's say I had 50 ships carrying 3k horses. Why all horses, because science, now pay attention. If I were to then battle with this force I would have 3k horses and 2k LI sailors. So now you're probably all like, WAIT WHAT? WHY? Transporting troops was not risk free, if the enemy could catch you out on their turf, there goes your army. Most campaigns secured landing beaches before moving their transports in and that's what I'm encouraging here.
And that about sums up my idea. Now with this, you would be able to lock down your opponent and give yourself a super speedway with a superior naval force. Ta'da,! [insert pretty fireworks and sparkles here]. I know, I'm a genius.
First we have to be able to represent sea power in a way that's mostly not about fighting.
1. Ocean region control
Whenever two powers meet for battle, he who controls the sea controls who moves through the sea. So by using naval forces to manipulate movement through an ocean territory we grant navies a non violent way to exert a military control. So here is what I propose.
1.a, Movement through an ocean territory shall be increased by the presence of enemy ships, a value which can be negated by the presence of friendly ships.
So as a formula: I Friendly ships - Enemy ships I + original movement time = new movement time
That first part is the absolute value of the difference in case you were confused.
Okay, big deal, why should I care about this change. Well, if you're invading me and I have 70 ships and you have 30 and the original travel time was 4 days, the new total is now 44 days. Okay, again, big whoop, why should I care. Well, in case you were unaware being at sea is counted as out of supply range and after 28 days, you run out of supply, so you've just spend another 16 days at sea without supply. Not to mention the number of days it took you to get there already. So you're landing of foreign territory after a month attrition of no supply, that's bad, that's very bad. You can also use this method to just follow a traveling naval force and starve out any troops they are carrying so long as you have a larger navy. And why stop there, ocean control should affect movement across straights.
1.b. Movement over a straight shall be increased by the presence of enemy ships and negated as in 1a, but with a twist. This increase shall be multiplicative.
So as a formula: I Friendly ships - Enemy ships I * original movement time across straight = new movement time.
I hope you can see where I'm going with this, but let's spell it out. Going across straights takes more time than you think, but along with a multiplicative factor that can make it take damn near forever, ie impossible. So a base movement time of 10 days with 40 enemy ships = 400 days to cross. I can do a lot of damage in 400 days, so cross the channel bitch, I dare ya.
But what would this idea be without naval battles? Which brings me to a change I wanted to make for a long time.
2. You must load your men onto a ships at the harbor (not while they're in the freakin' ocean). So he who controls the harbor controls who gets off at that province.
And to win a harbor back you must fight on the seas...of the harbor. Hey, I got the battles in there be happy. So anyway how would this work? Well as I see it any naval battle calculates itself like a siege battle would. One center flank, skirmish phase only. Each ship comes with 100 light infantry sailors (they're more pseudo troops as you can't land them they can only defend) and transport troops are allowed to fight as well, but they directly subtract from you sailor total. So let's say I had 50 ships carrying 3k horses. Why all horses, because science, now pay attention. If I were to then battle with this force I would have 3k horses and 2k LI sailors. So now you're probably all like, WAIT WHAT? WHY? Transporting troops was not risk free, if the enemy could catch you out on their turf, there goes your army. Most campaigns secured landing beaches before moving their transports in and that's what I'm encouraging here.
And that about sums up my idea. Now with this, you would be able to lock down your opponent and give yourself a super speedway with a superior naval force. Ta'da,! [insert pretty fireworks and sparkles here]. I know, I'm a genius.
- 8
Upvote
0