Can you link the source for that? Was it in a DD i don't remember seeing that.We know there is a gold cost and that it takes time to embark in the CK3 system.
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Can you link the source for that? Was it in a DD i don't remember seeing that.We know there is a gold cost and that it takes time to embark in the CK3 system.
I don't have a dev quote to hand, but here are some of the preview screenshots that were posted earlier in this thread that show the cost of embarkation being reduced by innovations, indicating that there is a cost in doing soCan you link the source for that? Was it in a DD i don't remember seeing that.
Their is also gameplay footage from the preview clips that have been posted on youtube by all the Gaming News groups that got preview copies, some of the clips show embarkation, taking about a month.I don't have a dev quote to hand, but here are some of the preview screenshots that were posted earlier in this thread that show the cost of embarkation being reduced by innovations, indicating that there is a cost in doing so
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Their is also gameplay footage from the preview clips that have been posted on youtube by all the Gaming News groups that got preview copies, some of the clips show embarkation, taking about a month.
What was bad about it:I think we can all agree that it would have been better if they had improved on this broken system instead of just deleting it. For me it's just not great that land and water provinces are practically unseperatable in terms of strategic movement which removes the reason of implementing sea provinces, if you can just get across them without any further limitations like through land provinces. Btw I don't think the old system was bad. People tell me when I ask them what they consider bad about it that it sucks that you have limited boat capacity and it takes some time. Boat capacity is essential for me and brings a whole other aspect to travelling the sea. You could say that the current levy amount is limiting you in your conquest and makes things slow and more challenging but I think that exactly is the point of such a mechanic. Things taking time is another construct every Crusader Kings mechanic is building on so I don't see how this is a problem either.
regardless of its *military* use, we need a naval system with republics, as the maritime power and trade was what created the economic behemoths of the italian city-states and their families. and their constant competitiveness with eachother over that trade, and ships capable of trade.
I think we can all agree that it would have been better if they had improved on this broken system instead of just deleting it. For me it's just not great that land and water provinces are practically unseperatable in terms of strategic movement which removes the reason of implementing sea provinces, if you can just get across them without any further limitations like through land provinces. Btw I don't think the old system was bad. People tell me when I ask them what they consider bad about it that it sucks that you have limited boat capacity and it takes some time. Boat capacity is essential for me and brings a whole other aspect to travelling the sea. You could say that the current levy amount is limiting you in your conquest and makes things slow and more challenging but I think that exactly is the point of such a mechanic. Things taking time is another construct every Crusader Kings mechanic is building on so I don't see how this is a problem either.
Maybe we could have a system of naval dominance, where resources can be invested in "controlling" sea provinces, blocking them for rivals and allowing quicker embarkation and passage on those provinces as well as benefiting trade. That way, troop transports would still be treated as units without completely ignoring that some naval action could conceivably have benefits even without an organized navy. It would also tie in more with feudal gameplay in that the concern for a coastal count would no longer be "can I use my navy for power projection" as in CK2 but rather "are my shores safe enough for trade to benefit my realm and for my guards to spot approaching enemies?"
CK2 covers 769 to 1453. You'll have to be a little more specific as the Byzantine navy was the powerhouse of the day up until raiding and naval invasions subsided and thus Emperors no longer saw a need for keeping themes dedicated to their own navy, and thus disbanded them or merged them with the Imperial Fleet in the mid 11th century. Even still, the Imperial Fleet on its own was a force to be reckoned with, and its reorganization during the Komnenian Restoration unified its command structure, although as the Empire's navy lost most importance it once had, it continued to shrink in scope.By the CK2 period the Byzantine navy is a shell of itself
barely adequate to protect Constantinople itself from raiders
Well, of course. They were treated as guests and Venetian merchants already had their own quarters in the city. The siege in 1204 was successful primarily because the Crusaders had breached the not-so-impregnable Walls of Blachernae and the Venetians had been able to break through the chain blocking the Golden Horn with a ram (the only other times the chain was breached was when it was circumvented in the 900s and 1453) and breach the sea walls.by the Fourth Crusade the Venetians would have no difficulty sailing essentially right up to Constantinople
If the Byzantine navy was significantly weaker, the empire would've had no chance of recovering Crete or Cyprus, keeping up communication with Italian possessions, and would be susceptible to raiding 24/7. Normans did not set up the same trade fleets as the maritime republics of Northern Italy, and even theirs only became significant in the late 1000s, gaining more traction with the First Crusade of course.but were significantly weaker than the Arab (and later Norman and Italian city-state) fleets
Well that's a mature addition to the discussion.The same people defending Paradox not including navies in a medieval strategy game are the same fanboys that are responsible for Paradox thinking it could get away releasing Imperator in the state it was at launch. It is easy to go as low effort as possible when every bad decision you take is defended by a legion of white knights
The same people defending Paradox not including navies in a medieval strategy game are the same fanboys that are responsible for Paradox thinking it could get away releasing Imperator in the state it was at launch. It is easy to go as low effort as possible when every bad decision you take is defended by a legion of white knights
That sounds interesting, but I'd expand on the (virtual) patrols function a little, to give it the option to hunt pirates only, hunt pirates *and* harrass foreign trade, or "be the pirates". If you're hunting pirates, everyone gets trade protection on your section of the route. If you hunt pirates *and* harrass trade, your trade (and designated friendlies) get trade protection, but neutral/enemy fleets lose a portion of their income. If you *are* the pirates, then... well good luck to anyone trying to send trade through. Of course, you'd also need to have trade trying to avoid heavily pirated sea zones if there were alternatives (if Dover/Calais is infested, can Spain send trade via Scotland instead if they want to trade with Scandinvia? It's more open to natural disasters, but at least there are fewer pirates...They released Imperator exactly as advertised. That you expected something else is, as they say, "A 'you' problem."
Now, allow me to touch upon what I keep seeing about merchant republics. I want to preface this by saying that I would not at all mind them implementing naval mechanics for merchant republic DLC. However! That said, I would like to raise a simple alternative that shows such mechanics are not objectively required for merchant republics.
I give to you the premise of resource investment. You could simulate trade lanes and allow lords to invest in passive modifiers for both their trade and the trade of rivals utilizing a given route. Invest in piracy, and you hurt specific realms' income from a route whilst bolstering your own. Invest in protection, and you counter others' piracy against you. Invest in trade, and you amplify the potential income generation you can receive from the route.
You could even invest in patrols within sea regions your territory touches. Set your policy: Presence patrols slow all enemy transport activity in the region, as well as passively diminishing enemy trade income rate, as hostile ships need to navigate your patrol patterns to get through safely. Hunter patrols would increase attrition damage for enemy transports in the region and steal a portion of enemy income that comes through the region, separate from piracy investment.
Naval blockades, line combat, none of this was the norm during the middle ages and wouldn't need addressing. Therefore I feel the above aspects are all that really need to be covered, and this is one possible method of doing so without creating a whole new layer of game that threatens to become tedious, particularly for that multitude of realms who historically did little sea trade.
Ok, I confess to a bit of hyperbole in my post, but the basic point was solid: people are greatly exaggerating the Byzantine navy during the period compared to most of the other major Mediterranean powers: the Fatimid Caliphate early on, and the Italian merchant states (as well as, yes, Norman Sicily). The Byzantine navy was undergoing a fairly rapid and terminal decline during the CK2 period. It had a bit of a renaissance during the 900s (recovering from the nadir of the 800s, which saw Crete lost and eventually Abbassid raiders sack Thessalonica in 904), which saw it finally recover Crete (after over a century of failed attempts, during which the island literally in the middle of the Byzantine heartland had served as a base for pirates and raiders) and Cyprus (an island which they had already partially occupied), but being unable to recapture the island of Sicily (which was safeguarded by the Fatimid navy, unlike Sunni Cyprus and Crete).CK2 covers 769 to 1453. You'll have to be a little more specific as the Byzantine navy was the powerhouse of the day up until raiding and naval invasions subsided and thus Emperors no longer saw a need for keeping themes dedicated to their own navy, and thus disbanded them or merged them with the Imperial Fleet in the mid 11th century. Even still, the Imperial Fleet on its own was a force to be reckoned with, and its reorganization during the Komnenian Restoration unified its command structure, although as the Empire's navy lost most importance it once had, it continued to shrink in scope.
Well, of course. They were treated as guests and Venetian merchants already had their own quarters in the city. The siege in 1204 was successful primarily because the Crusaders had breached the not-so-impregnable Walls of Blachernae and the Venetians had been able to break through the chain blocking the Golden Horn with a ram (the only other times the chain was breached was when it was circumvented in the 900s and 1453) and breach the sea walls.
If the Byzantine navy was significantly weaker, the empire would've had no chance of recovering Crete or Cyprus, keeping up communication with Italian possessions, and would be susceptible to raiding 24/7. Normans did not set up the same trade fleets as the maritime republics of Northern Italy, and even theirs only became significant in the late 1000s, gaining more traction with the First Crusade of course.
There's a conflation of detail and realism common to discussions of strategy games. The CK2 system was more intricate and involved than the CK3 system, but all that detail was completely wrong. But because it was more involved, people assume it was more realistic. You see this all the time.I don't agree, actually. I think that the simplification is an improvement over the old system. "Here's some coin, see to it that our men are embarked and transported across the channel" is a more immersive (and plausible) scenario than "and we'll take 30 transport vessels from up there and 5 from down there, and then we'll need another 2 from over there".
You better back that up with evidence. I remember nearly everyone saying very early on in the dev diary cycle that there was huge problems with IR.The same people defending Paradox not including navies in a medieval strategy game are the same fanboys that are responsible for Paradox thinking it could get away releasing Imperator in the state it was at launch. It is easy to go as low effort as possible when every bad decision you take is defended by a legion of white knights
The same people defending Paradox not including navies in a medieval strategy game are the same fanboys that are responsible for Paradox thinking it could get away releasing Imperator in the state it was at launch. It is easy to go as low effort as possible when every bad decision you take is defended by a legion of white knights