you have used few elements and the worng ideas to forge something while totally ignoring the point .Your ships, and presumably your battles, are sampling from times beyond the scope of the game
Many of the other ships presented in this image were very culture-specific. The liburna, khelandion, and dromon were all unique to Byzantium
The only ships regularly used across the greatest extent of the game map and play time were the cog ("clinker" in this illustration) and hulk.
As well, consider what you've said: 83 major battles. Assuming we spread these across only the game's play time, that would amount to around seven major naval battles each year across the entirety of the known world, from Europe to West Asia. This assumes your numbers weren't including sea battles in and around East Asia, where naval activity was far more frequent. Spread across all the coastal realms in the game (estimating around 50), we can suppose this amounts to something in the realm of 0.14 major battles per realm per year, or about one major battle every ten years.
The only other purposes navies played in CK2 were transporting loot back from raids and hiding from land-based diseases. The former tended to be done in tandem with transporting troops back from the raids that generated the loot and the latter should still be possible with embarked armies (though whether this is a good thing is more debatableThe way I see it, removing navies for the purpose of transporting troops across bodies of water is a *good* thing; it's a complexity that goes a bit beyond what is necessary for even a grand strategy game. That being said, the decision to remove navies outright is more questionable; they still had purpose beyond simply transporting troops between locations.
The game as I understand requires an upfront gold cost to pay for transportation. Personally I think this sounds better as you want to pick when and where to send your army carefully. Hopefully it includes attrition during travel as well. Ck2 transports generally are inconsequential in costs. I like better the idea that you must pay upfront for costs of travel and then wait while supplies are gathered, ships are built or hired and your whole army amasses. It looks like a system they could expand on in the future easily because right now its stripped down to the essentials. I think it may end up playing rather well as it is though and actually require more thought but less tedious repetitive micro.I worry that this insta-transport mechanic might result in poor AI decision making and unrealistically seamless movement of armies across water. Something like the entire Byzantine army hopping back and forth across the Mediterranean as if it were a pond, the HRE sending huge naval expedition into Scandinavia, the Mamluks in Italy, etc.
This worry might be unfounded. I just really hated how insta-transports worked in Rome 2 and subsequent games from the total war series.
For years I've pondered an interesting alternative to insta-transports. Namely, naval travel can be restricted to a few (quite a few) routes, somewhat (but only somewhat) similar to trade routes. For example, there could be a route from Venice to Acre. The AI treats this route the same way it treats land routes (weighing it appropriately to take into account distance and time, and a penalty for sea faring). Traveling a sea route requires you to build a temporary building in Venice, called embarkment camp. It cannot be canceled once started unless some kind of messenger pigeon tech is researched, and is prone to events such as storms.
Edit: obviously Vikings would be an exception, duh. Give these guys all the insta-transports they want. Or maybe just lock lots of routes behind a tech that only the viking have at game start.
Yeah it costs gold to embark, it takes time to embark and if you remain out at sea for to long you start taking attrition.The game as I understand requires an upfront gold cost to pay for transportation. Personally I think this sounds better as you want to pick when and where to send your army carefully. Hopefully it includes attrition during travel as well. Ck2 transports generally are inconsequential in costs. I like better the idea that you must pay upfront for costs of travel and then wait while supplies are gathered, ships are built or hired and your whole army amasses. It looks like a system they could expand on in the future easily because right now its stripped down to the essentials. I think it may end up playing rather well as it is though and actually require more thought but less tedious repetitive micro.
In CK3 - If your army travels from England to North Africa on some conquest or religious war and spends a Decade there. Literally at any point and at any coastal Barony, you could Embark your troops and send them home.
- All that time you aren't paying fleet maintenance.
- Magical ships from that region begin spawning (yes "magical" because they aren't not going to appear).
- Does it cost the same amount of gold to move troops everywhere? (I assume there is one generic cost based on Time x Distance x Capacity, regardless of being Emperor of HRE or African Tribesman).
These things take away immersion for me.
In CK2 most English rulers would have enough vassal ships that transporting an army to North Africa would cost them absolutely nothing as they could just use vassal ships (which are free) and then keep those ships around so the army could hop back on at any time to go back.
Those ships also take some time to gather and even in North Africa it would generally be possible to come across some merchants that could be hired or pressed into service to transport the army.
Or just make arrangements with the merchants of e.g. Marseilles or Genoa to have their ships show up at certain times when needed (for a fee). Or build your own in North Africa (which was a region with a thriving maritime tradition in the CK period) during the "years" you spend campaigning there.Even more so that it is not far stretched to believe some entrepreneurs stay close to armies hoping to get a transport contract for armies and nobles during time of war.
I don't pay maintenance for my fleets in CKII either, because I just use vassal fleets.In CK3 - If your army travels from England to North Africa on some conquest or religious war and spends a Decade there. Literally at any point and at any coastal Barony, you could Embark your troops and send them home.
- All that time you aren't paying fleet maintenance.
- Magical ships from that region begin spawning (yes "magical" because they aren't not going to appear).
- Does it cost the same amount of gold to move troops everywhere? (I assume there is one generic cost based on Time x Distance x Capacity, regardless of being Emperor of HRE or African Tribesman).
These things take away immersion for me.
Okay I think I get the gist of all the arguments here:
It seems like our consensus is that old naval warfare is bad, but no naval warfare is also bad. So the concern is: will naval ever be added back and how will they be implemented?
- Currently navies are not fun and the inclusion of them are not needed. Removing the bad system for some people is actually good for the game. This I agree.
- However navies are historical and also important, so they WILL need to be done correctly whenever the devs figure out how to do it. This I also agree.
- Criticism and suspicion that Paradox is making a bad decision and we should be worried because I:R was received very badly, so they made bad decisions before. This I also agree, and playing the devil's advocate here may help keeping everyone sane and rational.
Eh, the community tends to fixate on weird things. If you go to the Stellaris forum, they have a sticky for people complaining about the FTL change. Which was made back in 2017; the most recent post in that thread was made yesterday, and the thread is 171 pages long. I expect this one will go the same way.Now i'm even more convinced that if something THIS insignificant, literal third row mechanic, is the biggest problem with the game, big enough to have it's own megathread, i smell a success for the game.
Of course i'm sure more and more serious problems will be revealed after release, but still. Come on.
I think land combat is an excellent example of where simplification was justified. The combat tactics system of CK2 is one of the least intuitive and most needlessly complex systems I have ever dealt with in games. People have made gigantic spreadsheets to figure out the exact right combinations of retinues to pull off something resembling coherent, planned tactics. Armies composed of levies, which make up the majority of armies, have no real way to influence their tactics. Even with a masterful commander, levies will happily pick a completely useless tactic because a tiny percentage of their troops benefit from it. An argument could be made for keeping the center/flanks split in combat, though I also appreciate that having a single commander per army makes it more clear who exactly is in command. In CK2 you could have your king lead 90% of an army concentrated on the right flank, but the center commander was still the "main".
Also "defeat in detail" in CK2 really means "blitzkrieg straight across France until no soldiers remain". That is generally not how medieval wars were fought, which they are also trying to enforce with the new attrition and "stand-and-fight" systems. Now we will actually have the large, decisive battles of the era instead of schwerpunkt doctrine encirclements that belong in the HOI4 timeframe.