I saw some comments about the large (and easy to produce) masses of military ships used in Stellaris, sometimes called Doomstacks, which are often described as "faceless" or "generic".
A comparison with the other big Paradox brands gives me the impression that there are actually two different ideas about naval warfare in the works of the Paradox Development Team.
Firstly, Navies in Vic and EU are similar to Stellaris, they are easy to produce, come in large quantities, and must be updated quite often.
Some characteristics, weighed against each other after my opinion:
Pro:
- historic lifespan (Ships wouldn't survive 300 Years or the impact of the industrialization)
- historic and logical quantities (Hundreds/Thousands of ships for large colonial empires like Great Britain and France)
- little micromanagement
Contra:
- Little Roleplay, Ships seldomly leave an impression with the player, names become irrelevant in late gameplay
- Losses are easily reproducible, multiple waves of freshly produced ships in larger wars
- Little to no tactical gameplay, Doomstacks just fight each other
- Bases have no use, only an "Open Sea Doctrine", battling other doomstacks, is successful
Secondly, the Hearts of Iron way of simulating naval warfare focuses on individual ships and different tactics. Rather than just producing doomstacks, the player has to choose between different production goals and various tactics to control the sea, using either the control of naval bases to prevent the enemy from reaching its territory due to supply shortages, Air units to weaken fleets, concentrated large-ship fleets to destroy enemy squadrons, or smaller squadrons to control a larger territory, submarine anti-supply warfare, or coastal defense.
Few countries in the HoI timeline were able to outproduce all other countries, which makes the gameplay more challenging. Time is as important as industrial capability, as is technology and strategy.
Pro:
- Historic and logical as well, up to 200 - 300 ships
- high immersion, one can follow the killing count of ships and their names stay for most of the game
- Admirals make a difference and are recognizable
- Different successful tactics
- Different production goals
- Victories feel more rewarding
- limited fleet size (in total and in battle; no doomstacks)
Contra:
- more micromanagement
- easily frustrating if Ships need 1/5 of the games time to complete and are quickly destroyed afterwards
- Defeats are more painful
In my opinion, the approach used in HoI is much more fun. Navies aren't just numbers and statistics. The vessels have a history, which the player can follow, through killing statistics, as well as the higher importance and significance of individual ships. Strategies differ more, and multiple approaches can be equally successful. Tactical differences are highlighted through three major "Navy Policies", that either emphasize on battle ships/cruisers, carriers, or submarines.
The problem with Stellaris is, that no one knows how naval warfare will turn out if resources and production capability become nearly infinite. EU and Vic also represent much larger timeframes, with multiple technological breakthroughs, thus being more suitable to Stellaris' timeframe.
But I still think one could combine elements of both approaches, to make warfare in general more interesting. Here are some ideas on how to improve Stellaris Naval Warfare, in my humble opinion:
a) different sets of mutually exclusive fleet strategies and technologies
b) production concentration based on those strategies
c) highly fluctuation of smaller ships (every 15-30 years or so on average) combined with longer lifespans of cruisers and battle ships (up to 150 years), maybe based on policy
d) taking crew education (something like sailors in EU?) into account, so no complete rebuild in 1-2 years if the entire (!) fleet was annihilated
e) expand supply management by enhancing the importance of space bases
f) Kill Count for ships (e.g. "This Battle-Ship has destroyed 3 Blorg-Cruisers, 1 Zenon-Destroyer and 1 Space-Fox Naval Station)
e) Flagships with bonuses
What do you think?
While I am not a Stellaris player, I do own a naval-focused game that I think could add to the discussion. It's called Rule the Waves, and it puts the player in command of one of the great (or growing) naval powers of the early 20th century. Like Stellaris you can build your own ships, but like HOI you also get a certain attachment to ships as well as historically large sizes. In many ways I see RTW as a gold standard, the high bar against which all naval combat and management gameplay in any game is to be judged against. Again I don't play Stellaris, but if anything I say is applicable allow me to explain what works with RTW and leave it up to you guys how to apply it:
1. "Outdated" never meant "Useless".
RTW takes place against a backdrop of immense technological change; forget any idea of a "lifespan". It is entirely possible for ships to become obsolete before they are even finished building, and even cutting-edge ships will be obsolete within a few years. Yet RTW was never frustrating because any and every ship had a purpose. Outdated destroyers could still work anti-submarine patrols, outdated cruisers could still hunt down the ever-defenseless merchant ships, and outdated battleships could still find use keeping peace in colonial regions or guard outposts against inferior opponents. If nothing else every warship still contributed to the Blockade Value, a crucial measure used in comparison to enemy fleets to determine whether you were blockaded or you were the ones doing the blockading.
2. A Nigh-Perfect Balance
RTW is one of the most fantastically balanced games of all time. Being based on real life arms races and real-life design considerations, you will see no RTW complain about something being overpowered, nor will you see players ditch entire parts of the game since they've decided it's not worth it. This is because believe it or not, it turns out real-life is pretty well balanced.
On the level of individual ships, tonnage was always a concern. Each ship has a size measured in tonnage, and bigger engines, thicker armor, and more powerful guns all takes up the tonnage of a ship. You can go over the allotted tonnage for performance penalties, or simply increase the tonnage but make the ship more expensive.
On the fleet level, balance was maintained simply by the fact that every ship type was needed. Even a single destroyer had enough torpedoes to sink a battleship, but you couldn't swarm with destroyers because even a single light cruiser could rip a flotilla to shreds. Light cruisers were small and fast enough to dodge torpedoes while armored enough to be immune from destroyer guns while also having guns that were more powerful than a destroyer's but not so big to the point where they couldn't reliably hit them, all while being fast enough to keep pace and keep distance with destroyers.
On the other hand, battleships could tear through cruisers while also taking no damage themselves and battleships, in turn, were countered by even bigger and more powerful battleships.
You, on a fundamental level, need every single kind of ship because relying on weak ships just means you'll get destroyed the moment a stronger ship comes into play. On the other hand you can't just build strong ships because cruisers are better at taking on destroyers and destroyers are valuable for their torpedoes. And this is without even considering there are some strategic and operation tasks that all-but-require certain ships. Nobody fills their anti-sub patrols with battleships, and destroyers can't raid merchant ships.
3. Real Incentives to Keep your fleet alive.
Having designed a battleship all by yourself, waiting years and spending so much money to produce it, making the fateful decision to deploy it, and seeing it go down in smoke certainly sucks, but the true incentive to keeping ships afloat was Prestige. While Prestige may sound like just another flavor for "score", it was actually a huge factor in how much income you received, and it was increased by winning battles and decreased by losing battles. The winners and losers were determined by the relative amount of "damage points" inflicted, with sunk ships being worth lots of points. By extension this meant that every battle, from the smallest destroyer skirmishes to the largest main fleet slugouts, was a chance to either decrease or increase your income.
This, in turn, meant that carelessly throwing away ships knowing you could always replace them was not an option. If you acted careless and lost ships you'd be considered the loser of the battle. If you lost a battle you'd lose prestige, which would mean less money, which would mean less money. Swarm-and-replace tactics would result in a severely slashed budget, crippling all aspects of your navy from tech research to construction.
3. Soft but Effective Restraints on Production and Size:
Obviously battleships takeyears to produce, and even destroyers take almost a full year to produce, but what makes RTW work is that it is far more expensive to build ships than refit and maintain them. A battleship can cost several million a turn to produce, but only a couple hundred thousand a turn to maintain. Since construction costs are easily an order of magnitude more than maintenance costs, navies are slow to expand. A megapower like Great Britain or late-game US might be able to build 4 or 5 battleships at once, but that will soon crawl to a stop as there are the maintenance costs themselves. Generally speaking most countries will only have between 10-20 battleships and maybe 40-90 cruisers and destroyers. No matter how there is a point at which adding more ships means you will have to mothball others, effectively negating the point of adding more ships.
4. Tactical Depth.
What if I told you that in RTW it was totally possible to take on a fleet double the size of your own and win, so long as you played smart?
In the RTW era ships lined up and fired at other lines of ships, always trying to outmaneuver the other lines and "cross the T" for maximum firepower on a single ship with minimum return fire. As an experienced player, let me tell you that this style of battle means that it is about the amount of firepower and not the number of ships. Let me give a practical example: 15 battleships vs. 5 may seem like a curbstomp, but assuming that the 5-ship fleet was able to keep towards the front end of the 15-ship fleet, most of the larger fleet's battleships will be too far behind to contribute. Thus numerical advantages are still advantages, but don't count as much as you'd think. A 15 vs. 5 battle may really only be 6 or 7 vs. 5 when you take into account that not all of the larger battleline can be engaged.
In addition, destroyers are key here. While their cheap cost may think that destroyers only lend themselves to swarm tactics, they are in fact one of the most difficult to use units in the game. While you can afford to lose quite a few, knowing when to launch a torpedo run is one of your greatest skills. A well-timed torpedo run can force enemy ships to "turn away" from your damaged capital ships or obliterate a fleet that's let itself get too close. A bad torpedo run, meanwhile, can leave half your destroyers sinking while having never made it past the light cruiser screens. One of the most important lessons I've learned in RTW is that torpedoes are not just for sinking ships but for controlling the movement of enemy ships in response to even the possibility of a torpedo attack on your part.
I call torpedoes "the great equalizer" due to the fact that they allow even small naval powers to have a fighting chance against larger ones, while at the same time not being overpowered or easy to the point where you can use them as a crutch.