• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Heinrikr

Captain
6 Badges
Jul 1, 2013
432
943
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
I wrote a thread about ports a while ago that unfortunately was not saved due to the forum upgrade, and which I posted in the wrong section anyways, but here it is again, together with other suggestions about naval mechanics. Perhaps they are already planning to do something along these lines in the next expansion, but I'll share it anyways.

The problem with current naval mechanics is that it requires way to much micromanagement. My suggestion thus aims to greatly reduce micromanagement. Paradox has already made some great steps in the right direction in this regard, such as when they remade exploration. Taking that, and the upcomming changes to forts, as inspiration, here's what I suggest.
  • 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 be controlled 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 and wait 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. as England 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 not guaranteed. 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 passes through 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..
It's a rough sketch I know, but if something along these lines were done, it would do wonders to reduce micromanagement. What I aim for is so that we don't have to manage particular ships, but fleets. I want to get rid of all those tiny fleets that you have to keep track of. With this, I could just tell my fleet to protect my coasts, and don't have to babysit them.

And the suggestion about ports really does add another interesting layer of strategic planning. A strong naval presence in a region requires a developed port infrastructure to be present. This naturally limits the naval power of europeans outside of europe, simply because they don't have advanced ports there. And I just find it silly that you can have an armada of a thousand galleons port in some god-forgotten fishing village in iceland.

I probably missed something..
 
  • 10
  • 2
Reactions:
Upvote 0

InFerroVeritas

Captain
84 Badges
Apr 3, 2011
338
356
  • Tyranny: Gold Edition
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Sword of the Stars II
  • Ship Simulator Extremes
  • Sengoku
  • Ancient Space
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Cities in Motion
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Cossacks
  • Victoria: Revolutions
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Humble Paradox Bundle
  • Mount & Blade: With Fire and Sword
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Teleglitch: Die More Edition
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Commander: Conquest of the Americas
So you do not want the game to be upgraded because it is not working correctly?

I think that with this system we can get rid of naval attrition or simplify it to only a modifier limiting time on sea.

EU4's AI is wonky. Sometimes it's clever... but it's usually downright stupid. And I am extremely reluctant to surrender my control, as a player, to the AI unless I can be absolutely certain that the AI will not completely drop the ball. If I'm fighting a war for naval superiority, I almost certainly can't afford to lose a few dozen heavies because the AI had a very liberal definition of what "interdict" meant.
 

ThePatriotOfDreumel

Queen of Nothing, A Lack of Things and Emptiness.
61 Badges
May 6, 2015
2.278
3.160
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Megacorp
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Golden Century
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris
  • Europa Universalis IV
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Maybe give every nation an free port on the first coastal province they get, and if you start with it the one with the highest basetax?