These examples are all within the late game. The 15th, 14th, 13th and so on centuries are the 1400s, 1300s, 1200s, etc. When navies are inevitably touched on, these could be unlocked by late game technological research.
- You say frequency of naval battles is important but if any other age went without warfare for prolonged periods, would you use that alone to justify excluding them? Frequency increases whenever war breaks out between naval powers or raids warrant a navy to disperse them.
- I'm not sure what the "sophistication" argument is. I can assure you, this aren't simple rafts.
- Warships, not just transports or commercial vessels, were indeed relevant in many waters. You must realize that "feudal", "tribal", and "clan" are not flexible enough terms to cover about 35-60% of the map. So then why is the relevance of warships dependent on the "average feudal" (a term we should abolish) lord, tribal chief, or clan headman's perception of them? Though that's not to say there were no attempts to develop a more permanent naval force in feudal realms or maritime republics (after all, who's going to protect your trade networks?).
Cogs became widespread in the 1100s, despite their first mention in 948.
The Hulk Hulks don't seem to have gained much use outside of the Low Countries.
Dromon galleys (successors to the liburna of earlier times) were introduced in the Byzantine Empire, and are said to be their most important warship while the
chelandion had a dual-use as cargo transport. You've got the Norse with the
knarr as a commercial vessel, which would of course have a significant presence due to Norse merchants travelling... well, anywhere they could bring ships.
(...I'm just now realizing you already said that.)
Regarding timeframe: Absolutely, however if something only becomes prevalent right near the end of the game, I wonder about the necessity of the game investing CPU resources into it as a mechanic. I can certainly see the argument for it as DLC, of course, but I speak mostly within the confines of the OP stating that it's a "MAJOR issue" that these mechanics aren't in the game at launch.
Regarding sophistication: What I refer to is the sophistication of the naval activity itself. Rams were mostly done away with, and Greek fire was only prevalent in the Mediterranean. In other parts of the world, naval combat essentially amounted to ground combat on ships. I believe another user mentioned that this could be easily simulated by simply allowing armies to fight on the sea as they do on land. Though, with a few modifications, it could be done a bit more justice than that.
Regarding warships: I certainly understand this, and you make a good argument. However, I feel this argument would apply better to a game with the scope of an Imperator or a Europa Universalis. The reason I mention our government types is because we mustn't lose sight of the fact that the scope of this game is on individual characters. In the end, every nation is driven by the lords and lord-like characters who make up its power base. Even if I play as Byzantium, I'm not playing as Byzantium
really, but a dynasty currently ruling Byzantium.
For the reason, I personally view mechanics through the lens of, "What would be most relevant to the
average lord-like character at any given level of the societal structure?" For instance, to my knowledge, if I were to play a lesser aristocrat in the Byzantine Empire, I wouldn't realistically be called upon to maintain a private fleet. That power would rest with the emperor and his administration. In this case, either history must be waived for Byzantine aristocrats governing coastline, or I gain nothing from being a "coastal power" unto myself because my empire's ships are my emperor's to command.
Likewise, how relevant is a standing navy to an African tribal chief? A Norman duke? Why would a duke invest in a fleet when he could instead pay merchants to take his troops over the channel? That fleet will be useless if a rival from the south or east comes for my lands... Yet fortifications allow me to safely protect my lands with less troops while I invest forces to press a claim abroad. More men-at-arms will allow me to not only project power when I please (which was somewhat rare for most dukes anyway), but also to protect my duchy from land-based threats.
This is what I mean when I say the "average" feudal lord, tribal chief, so on. I mean this not to say that feudal lords had identical experiences across the world, but rather that it was not typical for those holding the vast majority of posts our characters can hold to maintain a navy, nor to project power over the sea.
In other words, while I understand that the
historical context is a bit broader, the way the
game of Crusader Kings places us into the world, it does so via those who rarely had use or control of a standing navy in history. For this reason, I believe the mechanic is not relevant enough to the game to yield returns on development time and CPU investment.