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theJalden

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It's that time of the month again! Let's discuss all that is wrong with the awful naval system in EU4 and what can be done to fix it.

My Proposals in Brief:
  • No transports
  • Supply and Crew
  • Better Privateering
  • Naval Combat/Warfare
  • Other Fixes: e.g. Leaders, Force Limit
My main objectives in these proposals is to improve the Naval aspect of EU4, to cut down on the number of clicks it takes to perform an action, have naval combat be more interesting, and make the naval aspect of the game be fun. It has substantially improved from the mess it was at the first iteration of the game. Automatically merging transports protecting trade in the same node and automatic transportation of troops really helped cut down on the micro.

No transports:
Boats are basically things you put in water that you can also put people in. A heavy ship can fit a ton more extra people than a cog. It doesn't make any sense to have the smallest class of ship carry the most people. Besides if a large number of troops were needed to be transported across a body of water the government would just conscript merchant vessels. This can just be simulated by saying 1 ship regardless of type is able to protect 1000 troops being transported across the water.

This would mean that there would be 3 classes of ships: Heavy, Medium, and Light. Representing the current Heavy/Light/Galley split.

Supply and Crew:
This is the big innovation that I want to throw out there. A notion of supply would be an abstraction for all the gun powder, tools, repair materials, food, and water needed to transport people across the ocean. And crew would be the people on the boats. Currently in the game boats are operated by a crew of ghosts. I propose that building ships should deplete manpower to represent actual persons in the navy.

Manpower Amounts:
500 Heavies
250 Medium ships
100 Light ships

When combined ships can share crew to represent a general balancing among fleets. The amount of crew would determine a ship's speed, more people manning the deck means the ship is more maneuverable. Also the amount of damage each ship does should depend on the amount of crew on board, more crew = more damage. But the more crew a fleet has the faster it exhausts its supply, and the more the ship will cost. The crew percentage could be a slider in the window when a fleet is selected, or could be tied to naval maintenance.

Supply would be stockpiled while the ship is at port. This would be be the bulk of what a ship costs. When a ship is at port, supplying it costs money, but once it is full on supply the cost can go down. The rate of resupply is related to the naval maintenance. While a ship is at sea it loses an amount of supply each month depending on its level of crew. When the supply runs out morale should plunge, ships should start to take damage and crew should start to die.

"But theJalden, that sounds just as bad as before, I'll probably just forget my ships somewhere in the ocean and lose them all, except now when I'm losing my ships I'll also lose manpower"

Which is why I think there should be a box selected by default to automatically return to the closest friendly port to resupply when low.

Better Privateering:
You should be able to set privateers to target specific countries. Instead of taking up trade power in a node they will reduce the power of the countries that you target, and they will also reduce the supply, or increase the rate of supply consumption of the ships they target. Representing plundering all the booty. All ships should be able to privateer, but light ships should be better at privateering near the shore and inland seas, while medium ships should be better at privateering oceans.

Naval Combat/Warfare:
I would add one more sea zone to make naval combat a bit more strategic, this seazone would be coastline. Inland sea should be renamed to shallow sea, and Ocean should be deep sea. On coastlines light ships would have the advantage because they have shallower keels and are more maneuverable, but on deep sea Heavy ships should have an advantage because they are better able with withstand choppy conditions.

Naval Combat as it stands is way too bloody and one sided. 90% of the time one side will lose all of its ships while the other side loses none. The entire battle scheme should be divided into two phases, attack and defense. During the attack some amount of supply is exhausted, representing firing cannons at the other country. During defense the ship receives hits, loses hull durability and crew and morale. Only when hull durability is 0% should a ship be destroyed. Battle continues while supply lasts. When morale breaks the ships should break to the next port.

It might also be worthwhile to have a range and accuracy system. Larger ships should be able to fire at longer range, but being rather large they are more likely to be hit by the other party, while lighter ships being smaller and faster would be less likely to be hit, and could move closer. Accuracy of a ship depends on the square of the distance away and can be improved with tech.

Other Fixes:
Naval Leaders: It costs Dip to hire them, it should cost Dip to have too many of them. Make a separate slot for naval leaders so that the default for a nation is 2 Generals/Conquistador, 1 Admiral/Explorer which can be modified by ideas and national policies.

Naval Force Limit: With the new development system, the amount of navy you maintain should be tied to development of coastal provinces. Maybe building a certain type of building like a dock or a port increases the total naval force limit by 10.

That's all I can think of for now. If you have any suggestions regarding the Naval game of EU4 post them in this thread, I would love to read them.
 
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Nucky

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No transport: Agreed. To balance this, transporting an army should have a cost, dependant on the distance. This would make naval invasions for short distances a risk, and push the player to build coastal defences. But it would prevent silly 40k stacks travelling accross the planet.


Supply and Crew: Too complicated. Manpower cost on building and repair is ok, but I don't feel that supply would had much to the game.


More sea zones: No, would not add much to the game.


Combat should be tweaked to be less bloody and one sided, agreed. But it doesn't need new 'range and accuracy' systems, it would add complexity without improving significantly the game.


Ports should be more significant, agreed. It should not be possible to build advanced ships without an arsenal, or to repair ships where no naval buiding exists. Fleets should automatically retreat to the nearest large port. Naval force limits should depend on the number and upgrade of ports, rather than number of coastal provinces.
 
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Heinrikr

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I have an idea about ports. https://forum.paradoxplaza.com/forum/index.php?threads/naval-mechanics.850504/

  • All coastal provinces no longer have ports automatically. Instead, ports need to be built by the player, and they require gold in maintainence, like forts will. Ports have a maximum capacity for how many ships can be based there, with higher level ports having a higher capacity, and higher maintainence.
  • All fleets must be have a port as their base of operations, and they can only operate within range of it. For those who have played Civ5, I want fleets to function kind of like airplanes do in civ.
  • Fleets can no longer becontrolled directly, but can be given missions, which I will describe below. After the mission is completed, canceled, or non-valid (like a war mission after you've made peace), the fleet will return to their port. A fleet will never simply sit in the ocean andwait for you to give orders, like it can do currently. They ONLY rest in port, and they're only ouside of port when on missions.
  • Interception mission: The fleet will be set to guard particular sea provinces that the player (or AI) chooses, and will intercept any hostile fleet that passes through. E.g. asEngland I set one fleet to defend "straits of dover, the english channel, and land's end". An option can be set if it should avoid engaging superior forces.
  • Interception is notguaranteed. How effectively a fleet can protect certain sea provinces depends on how many provinces there are in relation to number of ships. Light ships are important as scouts, and to catch enemy ships. If an enemy fleet with only light ships passesthrough an area protect by only heavy ships, the light ships should likely avoid being intercepted. It would thus be important to have both light and heavy ships in a fleet.
  • Examples of other missions:Send your fleet to blockade certain sea provinces; send your fleet to privateer; have your fleet change their home port..
 

grommile

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OP: The one thing I definitely don't understand is why you want to stop calling oared shallow-draft warships best suited to operations in inland waters "galleys".
 

theJalden

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OP: The one thing I definitely don't understand is why you want to stop calling oared shallow-draft warships best suited to operations in inland waters "galleys".

Probably because oared shallow-draft warships is a bit of mouthful ;)
 

grommile

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theJalden

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Yes, I remember reading this a while back, I'm definitely stealing that ports idea, as Johan would say, "It's only common sense."

I'm not sure I like the idea of giving up all control of ships, especially with regard to colonization. Which is a whole other can of worms, but I'll keep to one issue at time. You still need to transport troops to your colonies to protect it from savages or to kill them all in a spurt of light genocide.
 

theJalden

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No transport: Agreed. To balance this, transporting an army should have a cost, dependant on the distance. This would make naval invasions for short distances a risk, and push the player to build coastal defences. But it would prevent silly 40k stacks travelling accross the planet.

It may be silly, but I don't see why if the Ottomans can decide to walk all the way around the Black sea to attack on the other side of the Bosphorus when the strait is blockaded troops can't be sent en masse from Britain to North America to fight a colonial war.

Supply and Crew: Too complicated. Manpower cost on building and repair is ok, but I don't feel that supply would had much to the game.

Combat should be tweaked to be less bloody and one sided, agreed. But it doesn't need new 'range and accuracy' systems, it would add complexity without improving significantly the game.

Do you think so? I don't find it much harder to understand than how Morale, discipline, combat ability, and the various pips factor into how combat works on land. And they put in so much detail about how armies are arranged on the battle field to include putting artillary in the back lines and cavelry on the flanks. I currently think the current naval mechanics are too simplistic, how would you improve them?

More sea zones: No, would not add much to the game.

One of the biggest complaints about naval combat that I've seen is that there are only two terrain types on the ocean, there isn't enough variance, and a good admiral, like a good general should be able to pick his fights so that they suit his advantage this would be easier to do if you had more options to fight in. That's why added this suggestion.
 

grommile

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And they put in so much detail about how armies are arranged on the battle field to include putting artillary in the back lines and cavelry on the flanks.
Which turns out to be a low-detail, highly simplified, and not really very representational at all model of troop deployment that actually annoys a significant number of people.

(I'm not one of them; I find it acceptable as a gameplay mechanism even though it's highly abstracted.)
 

Powder hound

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The whole thing needs such a major overhaul it's a game in itself, and whilst I would love to see it we have to work with what we have got.
I been digging out old books and quick looks at wicki (I know not perfect but good for a thumbnail guide) and the one thing that stands out is no historical stack wipes in major battles. In fact so few ships are sunk in battle it is amazing, biggest losses are from capture, foundering or self destruction and on the whole the losers still has most of his fleet left. In the age of sail unless badly damaged a ship can run away relatively easily and so can fleets.
Working with what we have got;
When a ship hits 50% damage it is out of the battle for morale purposes and can no longer fight in future rounds.
Lower morale ( not a perfect description) so fleets flee easier and with more ships.
Have a 1 to 10 die roll for fleeing ships on a 1 lost, a 9&10 captured, an 8 50% extra damage, the rest escapes.
Reduce repair speed.
A bigger hit on naval tradition for loser, they may have learnt something but they will be less willing to fight.

I'm no expert on code but I think this is a matter of changing parameters that already exists. Hopefully will results in fleets being repaired for future conflicts, how it works with the AI and how it changes game balance who knows.
Hopefully get a result from a players fleet of 40 fights an invasion fleet of 36 and wins, his fleet suffers no losses but needs repairing and captures 4 another 4 are lost from the loser but 28 get home to be slowly repaired and used as abase for future construction. The player can no longer say that's it for whoever said navy and Maritime Ideas are a lot more important in single player.
 

Sagif

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I have something to add: Weather at Sea
There should be a "little" difference between fighting during Summer in the Mediterranean and during hardcore Winter in Alaska...