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The Ultimate Potato

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In my many years of playing this game, I have yet to ever take naval ideas outside of a bad ideas guy run. With the exception of tall, isolationist island nations like Britain or Japan, all disputes are settled on land.
Even if that were the case, it is much safer to take quality ideas in order to mitigate an otherwise potentially insurmountable disadvantage to any armies that do land ashore. Quality also provides naval bonuses, in addition to far superior social policies.

Plutocratic, Aristocratic, Quality and Defensive all contribute to something beyond land warfare. Offensive and quantity contribute exclusively to land warfare, and are considered the best idea groups in the game. Naval contributes nothing to land warfare, and is considered the worst in the game. Do you see where I am going with this?

In one of darkfireslide's latest videos, he suggests adding something as insignificant as a +2.5% discipline bonus, under the pretense of superb sailor training increasing the efficiency of land armies by osmosis. But then you could make an argument for Switzerland take naval ideas, and magically increase their discipline with 0 sailors in the bank.

How do you increase the effectiveness of land armies, but strictly through cooperation with the navy? The central point, and the proposed solutions, are as follows:

How do I give bonuses land armies in combined efforts with the navy, but absolutely nothing at all to inland warfare?

Sieging coastal forts
Currently, coastal forts are strictly superior. At best they are -2, at worst they are equal at +0. The mere presence of an overwhelming navy could make coastal forts more vulnerable, rather than equal to the always inferior inland ones.
Once the specific naval idea is unlocked I would suggest allowing coastal fort provinces to be blockaded up to 150%. At 150% you'd get +1 siege progress. Add a naval+XYZ social policy, that would give further +1 siege from 200% blockade.

Amphibious landings
How about -1 instead of a -2 penalty for crossing straits or disembarking from transports with naval ideas. Additionally, how about +33% movement speed to, and from, transport ships. How about faster strait crossing?

Coastal batteries
Ships blockading coastal forts of a player with naval ideas could take attrition from coastal batteries. Say, 5% attrition at 1% blockade, and 0% attrition at 100% blockade.
How about adding a dummy unit that ignores engagement width, when a naval battle is fought next to maintained fort? Perhaps a combat pip like river crossing? Make it cost points like a sortie?

Better strait blockading
Total strait blockading might be a no-no, due to the AI, but surely we can at least decrease hostile movement speed over blockaded straits?

Naval bombardment
Spend some militiary power to devastate an adjacent unfortified province? Morale or discipline for land units adjacent to friendly fleets? Lowered supply limit for the owner in blockaded provinces?

Naval bombardment of forts
-33% cost of artillery barrage for 100% blockaded coastal forts. -50% cost for 150% blockaded coastal forts.

Heavy ships count as artillery
Another option could be to have heavy ships count towards the artillery counter when sieging coastal forts (yes I know it's unrealistic for the time period). Perhaps cap it, so that 50% of the bonus must come from land artillery. Big ships are much more expensive than artillery, but with this change they wouldn't be mothballed as much.


This way, players who neglect their navy will find their coastal forts being bullied by players who don't. I've also considered increased devastation in 150%+ blockaded provinces, but the attacker might find that counterproductive.

With this flavour of bonuses, I could actually see myself taking naval ideas in WC runs, where praise of the +20% offensive siege ability is currently sung. Better coastal sieges and/or amphibious landings may be enough to sway people into, God forbid, actually taking naval ideas over quantity. Even if players were to take naval ideas strictly in order to conquer the micromanagement hellholes that are Indonesia, the Carribean, etc, I'd still call it a victory.

Adding all of the above bonuses into the game would probably be overpowered, so bear in mind that I pulled the numbers out of my posterior. Tweaks and playtesting are necessary, nerfing the values and sprinkling beefier ones around in the form of social policies. Perhaps in light of this, maritime ideas should offer blockade resistance? Should everyone get the ability to blockade 150%, and change the default siege penalty to -3?

On a side note, how about some flexibility to make sailors more desirable? Such as a "draft sailors" button, that could change, say, 2 years worth of sailors into manpower, but cost -2.5% discipline for 2 years each time the button is pressed? And vice versa for manpower into sailors.

What do you guys think?
 
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Yxklyx

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Naval Bombardment was brought up in another thread two weeks ago. It might be unrealistic for this time period but I think the only way to make Naval attractive is to tie it to what goes on on land, i.e. sieges, etc... The thing is, naval battles CAN be important in some games. Control of the seas CAN be important - but there are so few naval battles compared to land battles that bumping up ship strength doesn't matter too much. Any major war might only see a handful of important naval battles - as opposed to the many land battles. Increasing war score from Blockades would be a good start to making ships more important during war and Naval could be used to increase that.
 

The Ultimate Potato

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Naval Bombardment was brought up in another thread two weeks ago. It might be unrealistic for this time period but I think the only way to make Naval attractive is to tie it to what goes on on land, i.e. sieges, etc... The thing is, naval battles CAN be important in some games. Control of the seas CAN be important - but there are so few naval battles compared to land battles that bumping up ship strength doesn't matter too much. Any major war might only see a handful of important naval battles - as opposed to the many land battles. Increasing war score from Blockades would be a good start to making ships more important during war and Naval could be used to increase that.
I agree, I'll even go one further and say that artillery barrage is unrealistic for some of the time period. Tech 7 bronze mortars breaching walls? It should be tied to technology level.
 

Nikotinlaus

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There is already a +1 to Siege by blockade in one of the age bonuses and I dont see why it could not be included into naval ideas too. I would love the faster crossing/disembarking since it always feels painfully slow. I think being blockaded should also give more war exhaustion in general to make it more impactful to have the inferior navy (at the moment a lot of countries just do not care at all about ships).
 

DaZelle

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The problem with naval warfare is, that galleys will always lose vs heavy ships (unless they have a ridiculous numbers advantage). You just have to kill a few in the first engagement, then some more, until you completly destroyed their navy without losing a single ship.

I like your idea to connect naval ideas to other parts of the game (land warfare, sieges, maybe trade). If the idea group only affects naval aspects of the game, I highly doubt they will ever be usefull. The other option is to completly revamp naval warfare, but since we already got mare nostrum, I'm not sure it's already time for a new naval DLC.
 

Yxklyx

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The problem with naval warfare is, that galleys will always lose vs heavy ships (unless they have a ridiculous numbers advantage).....
When did you last try this? It's the exact opposite of this now in Inland Seas due to Heavies taking up 3 slots of combat width. I relish Inland Seas now as I just build a fleet of 30 cheap Galleys and obliterate nearly all enemy fleets. You need to add 30 or so Transports for some reason to keep their morale up.
 

Frencho

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This again?

I'm all for buffing blockades and implementing Sieging Bonuses to abstract cutting of sea/coastal supply lines but not for any bombardments or active sieging by Navies.
 
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brifbates

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The problem with naval warfare is, that galleys will always lose vs heavy ships (unless they have a ridiculous numbers advantage). You just have to kill a few in the first engagement, then some more, until you completly destroyed their navy without losing a single ship.

Actually, the problem with naval warfare is that, except in the case of GB / Japan and the like, navies are completely irrelevant in determining the outcome of anything. Until that gets addressed, the actual mechanics of said naval warfare and balance issues it may have such as that you posed is irrelevant as well.
 

DaZelle

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When did you last try this?

Uhm yesterday?

I'm usully not in a position to outnumber aragon, ottoderp or whoever wants to control the mediterranean sea. So trying to fight them in a galley battle doesn't work. And since money is just a number (loans), but sailers are a limited reasource if u just reached the sea, 200 sailors for a heavy seem to be better than 100 for a galley.
 

Yxklyx

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Actually, the problem with naval warfare is that, except in the case of GB / Japan and the like, navies are completely irrelevant in determining the outcome of anything. Until that gets addressed, the actual mechanics of said naval warfare and balance issues it may have such as that you posed is irrelevant as well.

I don't see that. So you never built a Heavy or Galley in any of your games? You can't move troops to another landmass or an island if you don't have a navy to protect them. Navies are rather important for any global empire.
 

Yxklyx

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Uhm yesterday?

I'm usully not in a position to outnumber aragon, ottoderp or whoever wants to control the mediterranean sea.....

You don't need to outnumber them. In the Mediterranean, careful use of a quality combat width galley fleet supported by transports will defeat nearly all opposing navies (like Ottomans) no matter how many ships they have. It used to be that numbers mattered - that's no longer the case. That's without taking Maritime/Naval.
 

durbal

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ADDING SIEGE MODIFIERS/NAVAL BOMBARDMENT WILL JUST MAKE PEOPLE BUILD FORTS ONE PROVINCE INLAND. I don't know know why this has to be said so many times -- it's incredibly obvious.

Naval warfare needs to be expanded and blockade modifiers need to be adjusted to actually have a decent -- if not significant -- economic impact. They currently are completely useless and blockades get WORSE as navies improve (i.e. technology develops) due to better buildings/modifiers -- which is completely the opposite of what happened historically.
 

brifbates

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I don't see that. So you never built a Heavy or Galley in any of your games? You can't move troops to another landmass or an island if you don't have a navy to protect them. Navies are rather important for any global empire.

Not really. Between wars all you need is a handful of transports to get a colony started. During wars you don't really need to defend your colonies as the war score from them being occupied is trivial, you also have the option to just raise troops in them as needed. Then there's the whole AI is terrible at effectively using naval invasions aspect. If I'm not playing one of the Island nations where the navy is a cheaper defense alternative than a massive army plus forts then I'll generally only build lights and a handful of transports, if I'm outgunned during a war they just idle in port while the real forces do the fighting. (Single player perspective, it may change somewhat in a multi-player scenario but you still can't lose all that much due to having no real naval capability even in mp.)
 

DaZelle

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You don't need to outnumber them. In the Mediterranean, careful use of a quality combat width galley fleet supported by transports will defeat nearly all opposing navies (like Ottomans) no matter how many ships they have. It used to be that numbers mattered - that's no longer the case. That's without taking Maritime/Naval.

Hm okey, not quite convinced yet but I will give it a shot. :)
What galley/cog ratio are u using?
 

DaZelle

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Actually, the problem with naval warfare is that, except in the case of GB / Japan and the like, navies are completely irrelevant in determining the outcome of anything. Until that gets addressed, the actual mechanics of said naval warfare and balance issues it may have such as that you posed is irrelevant as well.

Ofc only naval empires are effected buy naval warfare...if your country gets conquered on the land, a navy doesnt change that. But even as a naval empire u dont need naval ideas. That's why OP suggested that naval ideas affect other parts of the game aswell, like sieges. As long as they only affect naval warfare, which can be easly won with money, noone considers taking them.
 

Yxklyx

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Hm okey, not quite convinced yet but I will give it a shot. :)
What galley/cog ratio are u using?

Full combat width each. It works even better if the AI throws in a couple of heavies with their galleys which they usually do - they appear to get into action first so take up more slots. If it's a really large enemy fleet you may need to send in some light ships during the battle to keep morale up.
 

brifbates

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Ofc only naval empires are effected buy naval warfare...if your country gets conquered on the land, a navy doesnt change that. But even as a naval empire u dont need naval ideas. That's why OP suggested that naval ideas affect other parts of the game aswell, like sieges. As long as they only affect naval warfare, which can be easly won with money, noone considers taking them.

Sure, but even changing it so that naval warfare can't be easily won with money isn't going to move people towards naval ideas. Unless, of course, they give better benefits for land warfare than a land-focused group which would be asinine.
 

The Ultimate Potato

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I like your idea to connect naval ideas to other parts of the game (land warfare, sieges, maybe trade). If the idea group only affects naval aspects of the game, I highly doubt they will ever be usefull. The other option is to completly revamp naval warfare, but since we already got mare nostrum, I'm not sure it's already time for a new naval DLC.
Thanks, I'm glad you identified the whole point - connecting naval ideas to other parts of the game, making combined arms stronger without any direct land bonuses. As of now the best naval idea is buying more heavy ships than anyone else. I don't think I'd call this a naval revamp, though, it's just auxiliary buffs in coastal provinces.

I'm all for buffing blockades and implementing Sieging Bonuses to abstract cutting of sea/coastal supply lines but not for any bombardments or active sieging by Navies.
Fair enough, it's a salad bar of ideas, you can take whichever ones you like and ignore the rest. As I've said earlier, tech 7 bronze mortars shouldn't be able to instantly breach walls either.

ADDING SIEGE MODIFIERS/NAVAL BOMBARDMENT WILL JUST MAKE PEOPLE BUILD FORTS ONE PROVINCE INLAND. I don't know know why this has to be said so many times -- it's incredibly obvious.
Yeah, that's the whole point - to have players second guess themselves about building coastal forts if they neglect their navies. It's a big deal if you choose not build a fort in Danzig, and the odd 1k stack can delete half your income. Not to mention that you'll have an even harder time defending islands and peninsulas against naval superiority.

Naval warfare needs to be expanded and blockade modifiers need to be adjusted to actually have a decent -- if not significant -- economic impact. They currently are completely useless and blockades get WORSE as navies improve (i.e. technology develops) due to better buildings/modifiers -- which is completely the opposite of what happened historically.
That's fine and all, but then where's your detailed solution? Why don't you pay someone to re-invent this core game mechanic and present it on the forums? I'm merely suggesting a pragmatic band-aid that would make the game more dynamic, diverse and interesting within the confines of code that's already in the game. Just tweak some values and add some modifiers - POOF, naval ideas is viable, perhaps even desirable.

We all know that naval combat has to be reworked, but that costs time and money. Mare nostrum wasn't long ago.
 

The Ultimate Potato

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This again?

I'm all for buffing blockades and implementing Sieging Bonuses to abstract cutting of sea/coastal supply lines but not for any bombardments or active sieging by Navies.
A thought I've just had. Bearing in mind that naval bombardment wasn't as big of a deal until ironclads and the 19th century came about, were there not siege ships as early as in ancient Greece? If sustained fire from ballista triremes was good enough for them, then surely it can be justified within the moving goalposts of game physics. Especially since trebuchets and tech 7 bronze mortars exist side by side, but only the latter can instantly break walls in EU4.
 

lolada

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Galleys wreck heavies inland for some time already. Obviously in Europe , Venice, Ottos and Aragon for example have good galley navies. Spain and GB have heavies which are crap on inland seas. Brining in larger numbers doesn't work well since fleet loses morale very quickly if some ships die - meaning quality of ships is more important than ever. I sank zillion of Chinese ships for example with Japanese Galleys in my last campaign. They used lots of heavies and they outnumbered me in most fights.

On open seas for example its kind of impossible to sunk larger British fleet - their heavies are just too strong and ping pong any fleet easily. Still with some maneuvering its possible to unload for example 50k troops and conquer British islands without ever fighting their fleet.