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George LeS

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There's been a lot of talk about navies, since the Mar 9 patch. I'm starting a new thread about what the game needs, so it won't necessarily die when the next patch comes out. And yes, that means I'm back on my hobby horse.

1. Obviously, maintenance needs work. It seems to be a problem that the game has to cover 400 years; what works in 1399 doesn't in 1820. To my mind, the simplest way is the best, increasing ship costs (and thus maintenance) over time, with each new type.

It would be easiest if this were put into the unit files themselves, but for now, I suppose that triggered modifiers are best. It remains true that there is a one-month gap, between the rise in tech type which enables a new type, and the firing of the triggered modifier.

Events, I suppose, could get around this. We'd really need to use sub-types as triggers, I think, although there may be a better way.

2. Another maintenance-related question would be reserves, which is how the world's fleets really worked, rather than the low-support system now in use. This is but one example of features which make sense for armies being imposed, inappropriately, on fleets. And that, again, is the result of navies being 2nd class citizens in most games. It doesn't work here because it is precisely the EU timeperiod which saw the rise of seapower to its greatest prominence. (The real "winner", IRL, is GBR, after all.) What's needed is reserve squadrons, on the province level, which can be paid for to bring into service, & which would appear as new units (ideally, often of older types, though).

To do this by modding we'd need several things: at least a disband command and a sub-type trigger. And calling them up should not just cost $, but also cost in trade values, as well, as their crews are coming out of the merchant service.

3. Another problem is combat. There are several things wrong here:

a. It's often been commented that battles just take too long. I agree. This can, in itself, be evaded by modding the tables to higher combat factors. This does have it's troubles, though. What would really help would be one- instead of 3-day phases, with again, higher combat factors.

b. A real problem is the rate of loss in naval battles, which is highly unrealistic. Annihilations are the norm; IRL, they were very rare. (Check out the really one-sided victories at sea during the period and note how many ships returned home for even the worst-beaten fleets. Never happens in EUIII).

I'd suggest that the #1 fix here would be that NO ship would be sunk because it's morale reaches 0. This would be both much more realistic, and much better for game play. There is already a good (IMO, very good) retreat mechanic. What we need is that routed ships either strike (are captured), or retreat. Period. This really comes from the fact that, unlike land units, naval units really are just that, units. On land, a regiment can cease to exist without losing a single man (at least in theory), simply by routing. Ships don't work the same way.

The trouble is that the game automatically kills units which route in the 1st 6 days. But most naval battles shouldn't take much more than 6 days. Given the way most battles went at sea, a 6-day max would be a good idea. After 6, everybody goes home, however much or little damage. One side will be deemed to have "lost" if the damage is sufficiently unequal. (Even that is a concession to the game's scale; few were more than one. But a few days is OK for game play. A month is not).

But in any case, who goes home, and who strikes should be a function of randomness and relative maneuver values. 0 Morale should, simply, never sink a ship. Never.

b. Obviously, a losing fleet must automatically cancel any amphibious ops. As it is, it's absurd to have a few beaten ships show up again for another round. If anything, transports would be the 1st to flee, not the last.

4. One other problem I have is fleet locations at start. The easiest way to see the problem is to load at France at various dates. I have done so, and have literally never seen a fleet in the Med. This is absurd. Toulon vied with Brest as the foremost French naval base, at least in the 18th C.

5. This brings up a point which is not strictly naval, but it seems to me that it's a mistake to give every city every level of building possible (except forts), at the later load dates. I'd suggest that only the capital get that, plus the richest port, if the capital is inland. Then, say, only the top half of provinces (by wealth/pop) would get the next level, and so on. Or, for an even better way, it could be in the history files.

And then deployment could be base partly on base size. I'd love to see it semi-random, but with at least 1/2 -- or more -- at home. The latter should be standard.

6. I really think it's absurd that cities without cores can never build ships. It works fine if you are ENG or CAS, but it's not uncommon for a country to conquer its way to the sea. There are modding ways around this, but why not allow the same rule as for armies, based on other countries' cores? You could increase local cost and time factors, but complete 0? Doesn't work.

7. Finally, I know many others agree with me about attrition and the AI. Complete immunity leads to Turkish or Chinese galley fleets off New York. Now, I wouldn't mind if the AI simply acted as though it were avoiding attrition, while not taking damage. And I understand that it'd need a healthy multiplier to function, so it might take 3 or 4 times as long to kick in. But it would help if it were common to both, and (as I've said many times before) for both AI and player, the EUII feature of auto-retreat to port, be restored. (And again) this threshold should be in the defines file.

That is undoubtedly too long. But I hope I'll trigger responses. I'd like to see what others find unsatisfactory, and what sorts of solutions others think wise.

Thanks.
 

unmerged(21975)

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+1 Great post, lots of good thoughts here, wouldn't disagree with any of it. But it doesn't address my hobby horse, lol... which is that there should be no sail-powered warships in the game in 1399. Arguing how destructive battles involving them might have been is moot, since they didn't exist! Medieval 'warships' were troop transports, no more no less.

I'd unlock sailpowered warships via tech level (navy and land... you surely need to be able to build cannon before you can put them on a ship, which is not the case now) and possibly a National Idea too, so the player would get there at some point in the late 16th Century, maybe a bit earlier if they really tried.

Doing this would mean changes would be necessary for galleys, no bad thing. I'd make galleys very expensive to maintain in terms of money (already done I guess) and manpower. The latter is missing in-game right now, but 200+ men per galley is not unreasonable.
 

DanubianCossak

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Ok so i like the idea of increased naval maintenance.

Is this something like what you had in mind? As you progress with technologies, the recruitment cost of each ship class increases (thus increasing the naval maintenance as well).

Code:
##################################################
# Naval maintenance
##################################################

naval_cost_1-1 = {
	potential = {
		naval_tech = 5	
	}
	
	trigger = {
		naval_tech = 11
	}
	
	bigship_cost = 0.1	
	icon = 1
}

naval_cost_1-2 = {
	potential = {
		naval_tech = 15	
	}
	
	trigger = {
		naval_tech = 22
	}
	
	bigship_cost = 0.1	
	icon = 1
}

naval_cost_1-3 = {
	potential = {
		naval_tech = 23	
	}
	
	trigger = {
		naval_tech = 26
	}
	
	bigship_cost = 0.1	
	icon = 1
}

naval_cost_1-4 = {
	potential = {
		naval_tech = 28	
	}
	
	trigger = {
		naval_tech = 32
	}
	
	bigship_cost = 0.1	
	icon = 1
}

naval_cost_1-5 = {
	potential = {
		naval_tech = 35	
	}
	
	trigger = {
		naval_tech = 38
	}
	
	bigship_cost = 0.1	
	icon = 1
}

naval_cost_2-1 = {
	potential = {
		naval_tech = 11	
	}
	
	trigger = {
		naval_tech = 21
	}
	
	galley_cost = 0.1	
	icon = 1
}

naval_cost_2-2 = {
	potential = {
		naval_tech = 25	
	}
	
	trigger = {
		naval_tech = 31
	}
	
	galley_cost = 0.1	
	icon = 1
}

naval_cost_2-3 = {
	potential = {
		naval_tech = 33	
	}
	
	trigger = {
		naval_tech = 37
	}
	
	galley_cost = 0.1	
	icon = 1
}

naval_cost_3-1 = {
	potential = {
		naval_tech = 8	
	}
	
	trigger = {
		naval_tech = 10
	}
	
	lightship_cost = 0.1	
	icon = 1
}

naval_cost_3-2 = {
	potential = {
		naval_tech = 15	
	}
	
	trigger = {
		naval_tech = 23
	}
	
	lightship_cost = 0.1	
	icon = 1
}

naval_cost_3-3 = {
	potential = {
		naval_tech = 25	
	}
	
	trigger = {
		naval_tech = 27
	}
	
	lightship_cost = 0.1	
	icon = 1
}

naval_cost_3-4 = {
	potential = {
		naval_tech = 31	
	}
	
	trigger = {
		naval_tech = 33
	}
	
	lightship_cost = 0.1	
	icon = 1
}

I added 10% increase for each new ship upgrade, for each class except transports, for which im not sure what theyre called in code.

I can also add triggered modifiers that increase naval cost in relation to the amount of ships of a certain class you have, if you think thats a good idea.
 

Keinwyn

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+1 in regards to AI attrition. Although this is not limited to navies; it is systemic of all AI incompetency-so-need-to-cheat

In regards to maintenance and upkeep, what you say about reserves could equally apply to armies for much of the period. I was recently considering enacting it in a mod, but I ended up deciding the practicality v. flavour was not good enough.

Make naval maintenance depend upon base cost, not modified base cost of a ship type. And then add a ship_type_maintenance_modifier so cost can be changed over time as necessary.

Also teach everyone to build galleys, they were used outside the med...

I'd suggest that the #1 fix here would be that NO ship would be sunk because it's morale reaches 0.

Ships aren't sunk because they reach 0 moral. It's just that they don't retreat from the battle but stand there getting pounded so long as there is one ship in the fleet above 0 moral.

Combat-wise all that needs to be done is make ships retreat in battle like regiments and have fleets retreat to port upon defeat, not continue to their destination. The latter, I believe, is not WAD.
 
Last edited:

George LeS

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...
Ships aren't sunk because they reach 0 moral. It's just that they don't retreat from the battle but stand there getting pounded so long as there is one ship in the fleet above 0 moral.

Combat-wise all that needs to be done is make ships retreat in battle like regiments and have fleets retreat to port upon defeat, not continue to their destination. The latter, I believe, is not WAD.

I don't understand naval combat; if what you say is true, it surely needs fixing. And your suggestion is good.

However, be careful about galleys; not everything called a "galley" is one in the sense the word was used in the Med. Although it's true that everyone did at least try them. One thing I've done is put the costs and building time for galleys way down, so they have a use when at war.

And I'm not sure whether the maintenance is base or modified cost. That's what I'm experimenting with just now.

@Bottersnike: Not really transports (which would mean that too many men were aboard for them to fight other ships), but yes, it wasn't til later that guns were a feature. It was all hand-to-hand, which in the game means 0 fire in the tables; all damage would be shock. However, cannon are the measure of a ship's fighting power--the only one the game uses. What I've done is add in crewsize to gunpower to give new values. Which does work, with the caveats listed above. Also, the idea of 3 wasted days with no effective combat is bad.

@DanubianCossack: That's exactly what I'm working on.

And, jester, that is the one thing we CAN change. By increasing cannon-values of ships, & raising the fire & shock values in the tables, we can shorten battles. In my games, they don't last 2 weeks, max; usually a lot less. The cost is 100% annihilations; I'm still working on that.

I truly hope to see more comments. If many can agree on some particular ideas, maybe, just maybe, Paradox will adopt them.

Are you listening Paradox?
 
Last edited:

unmerged(11600)

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My prefered solution for attrition would be that if a fleet is subject to 10+% attrition, it must retreat to the nearest accessible port. I'd like geostategic planning to count for something.

-Pat
 

jdrou

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5. This brings up a point which is not strictly naval, but it seems to me that it's a mistake to give every city every level of building possible (except forts), at the later load dates. I'd suggest that only the capital get that, plus the richest port, if the capital is inland. Then, say, only the top half of provinces (by wealth/pop) would get the next level, and so on. Or, for an even better way, it could be in the history files.
Yes, I'd say this is something that should definitely change especially given that the point of requiring magistrates to build was to prevent large countries from easily having every building in every province. The major reason this wasn't changed yet is probably that problems affecting only later start dates presumably have a lower priority than problems that affect a 1399 start.
 

lordkestrel

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One thing I've done is put the costs and building time for galleys way down, so they have a use when at war.


That works quite well, and I've been using it myself for a week or two now. I also increased the costs for big ships, to help make galleys the mainstay of fleets. It's hard to say whether it helps the AI or not, but I certainly build mostly galleys these days now if I'm just looking for coastal defense.
 

George LeS

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About carracks; weren't they invented at the same time or even AFTER caravels?

They were really contemporary types. Arguably, caravels should be light ships. In my games, I've kept them as bigs, and made carracks into transports, but VERY powerful ones. (There are no lights in RM before about 1600).
 

Kull1

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There's been a lot of talk about navies, since the Mar 9 patch. I'm starting a new thread about what the game needs, so it won't necessarily die when the next patch comes out.

Good idea. Personally I think the Naval side of the game needs such a complete makeover that Paradox could literally use this ONE aspect as the basis of an entire Expansion. If it were done properly (i.e. a complete re-write of the code and system), the market for that would be huge. And I for one wouldn't have a problem paying for this - if Paradox invests programmer time and resources into this, they should be compensated.

As for what would change, well it's a target rich environment:

1) Eliminate any relationship to the land model: It just goes without saying (although this thread is full of examples) that what works with armies has no relationship to navies. The "morale = zero, fleet = annihilated" is simply the most egregious example.

2) Ship types & roles through history: There's a reason galleys were the Kings of the Mediterranean for so many years. For one thing they weren't dependent on the wind and commanders could force a naval battle if they sighted the enemy. The early large sailing vessels simply didn't have that same degree of capability. One of the striking things about the battles of the Spanish Armada is how little control the admirals had. They went with the wind, largely in one direction, and had very little ability to maneuver - and this was in the 1580s! Yet from 1399 on, the large sailing navies of EU3 operate in Nelsonian fashion, turning on a dime to sail in any desired direction at the drop of a hat. It is absolutely ahistorical in EVERY way.

3) Amphibious Landings: It is not hyperbole to say this ONE issue drives most of the ahistorical aspects of EU3 gameplay. 10 Cogs can sail an invasion force half way around the world with minimal attrition and perform an amphibious landing that would make Eisenhower and the other D-Day generals green with envy. I don't know what the solution is - maybe require SOME kind of logistics tail? Attrition that causes horrific effects on troops confined aboard ships for weeks or months? Limit troop transport distances using something akin to the colonization model? Make it impossible to automatically replenish European Regiments with European troops in, you know, pretty much anywhere other than Europe? (although that's a land model issues). Anyway, there is so much that can and SHOULD be done on this issue alone, and best of all, the greater degree of historical accuracy would be appreciated by EVERY player here.

To me, we can talk about maintenance costs and naval size restrictions and recommend a hundred other tweaks, but the best solution is to trash the naval model and start over. It just doesn't work in this time period.
 

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Good idea. Personally I think the Naval side of the game needs such a complete makeover that Paradox could literally use this ONE aspect as the basis of an entire Expansion. If it were done properly (i.e. a complete re-write of the code and system), the market for that would be huge. And I for one wouldn't have a problem paying for this - if Paradox invests programmer time and resources into this, they should be compensated.
Extensive naval improvements would also be a reasonable combination with improvements to Americas/Africa/India for an expansion.
 

George LeS

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Extensive naval improvements would also be a reasonable combination with improvements to Americas/Africa/India for an expansion.

Good idea!

@Kull1: One thing which would help is if morale of armies aboard ships fell rapidly. This way, you'd need a nearby base to work from, at least against any sort of advanced foe. Of course, I agree with the general tenor of what you say. On galleys, IMO, low base cost and build times might be enough to give them high cost-effectiveness. In one area, though, they are stronger than in EUII. They don't seem to take any special attrition in full sea zones.
 

Shiggs

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@ Kull1; I thought you do get attrition for troops when sailing around the globe.. Or are you speaking only of the AI?

It is pretty weak though IMO. I rarely notice troop attrition when on board unless its a group of 15k or more. It should be more severe with morale loss as well, as George Les suggested.

Good ideas throughout this thread. I would buy another expansion if it greatly improved naval battles and more of the world, great idea jdrou
 

n0z3k1ll3r

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I'd like to chime in here by bringing up the problems with naval forcelimits.

They don't really work as things stand, for a couple of reasons.

Firstly, the fact they tend to go up as the game increases, due to being based off similar factors to land forcelimits. The difference is that whilst land armies tend to get bigger over the course of the time period, navies don't really. If anything, the trend is the other way around; countries field smaller numbers of bigger, more expensive warships.

Take the Battle of Trafalgar, fought towards the end of the game's time period. There's all of about 70-80 ships involved, all up. Now certainly, that's in part because Britain, France, and Spain have their fleets dispersed around the world to some extent rather than concentrating them all in Europe, but compare to the Battle of Sluys, fought a few decades before the game begins and probably about as representative of a medieval naval battle as anything. There's well over 300 ships. Possibly close to 400. Clearly the game's trend from smaller to larger naval forcelimits isn't really how things work.

The second (and related) point, is that naval forcelimits treat all ships as equal. This doesn't really work. Not only are there problems between tech levels (carrack =/= three decker, as has been brought up more than enough), but it doesn't work between ship types either. Galley type vessels were sometimes fielded in their hundreds, in a way that Galleons and the like weren't.

What I'd suggest is finding a new way to represent naval forcelimits, to satisfy both these problems. Making them equivelant in some way to combined ship tonnage seems a fairly straightforward solution (so bigger ships take up more of your limits), but there's probably other ways to go about the problem too.
 

Kull1

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Good idea!

@Kull1: One thing which would help is if morale of armies aboard ships fell rapidly. This way, you'd need a nearby base to work from, at least against any sort of advanced foe. Of course, I agree with the general tenor of what you say. On galleys, IMO, low base cost and build times might be enough to give them high cost-effectiveness. In one area, though, they are stronger than in EUII. They don't seem to take any special attrition in full sea zones.

The only problem with a morale hit is that it recovers too quickly. Even from near zero you are back to almost full within 32 days (if you time the landing right). It would certainly keep one from landing directly into a battle, although not an open shore. At least it would eliminate the all-too-common "Normandy invasion" situations (which never happened in this period).

@ Kull1; I thought you do get attrition for troops when sailing around the globe.. Or are you speaking only of the AI?

It is pretty weak though IMO. I rarely notice troop attrition when on board unless its a group of 15k or more. It should be more severe with morale loss as well, as George Les suggested.

Good ideas throughout this thread. I would buy another expansion if it greatly improved naval battles and more of the world, great idea jdrou

As you note, there is attrition, although nowhere near the kind of devastation one would expect to see in this era if large numbers of troops were confined aboard ship for weeks at a time. 60-80% is probably more like it. And I too agree that a major Naval "re-do" would be a very nice "fit" with jdrou's expansion suggestion.

But even though a code rewrite is probably the best approach, Paradox could make some changes to the existing system that would significantly improve playability. On further consideration, it doesn't seem like it would be that hard to tie in a coding feature that applied colonization-type limits to "troop-carrying-ship" range. Think about the Spanish Armada again. They didn't for one moment think about loading troops in Spain and sailing them to England - the invasion force assembled in the Netherlands and was supposed to travel the much shorter distance to England after linking up with the warships (Edit: In game terms that means without a core province in Flanders, Phillip II doesn't even think about invading England - it just isn't possible). Maybe 1 "Square" should be the absolute limit for carrying troops, and give bonuses to increase this with certain ideas and/or levels of naval advancement and/or slider moves. As an example, Sweden could move troops around in the Baltic but an invasion of Sardinia would be as laughably impossible in the game as it was in real life. The European powers couldn't just load up troops and decimate the populated provinces in Africa and the Americas. They would have to use the colonization model to build up bases and then leapfrog from there. For example, Cortez didn't attack the Aztecs from Spain - he started from a base in Cuba. Similarly Pizarro needed bases on the Central American mainland in order to reach the Incas. Even explorers should be redone (both Naval and Land) so they aren't leaders but more like a single ship or a single troop so that all they CAN do is explore, and barely survive (maybe) if attacked. That way large fleets get no bonus from an "exploring Admiral" but will wither into splinters if traveling far from established bases. Likewise, armies foraging across uncolonized lands should suffer unspeakable attrition levels. That would eliminate gamey tactics like establishing one colony on the shore of North America and just marching an army all the way down to Tierra del Fuego. In fact, armies should be able to travel ONLY in provinces with cities, not empty provinces or even "colonies abuilding" (which prevents another all-too-obvious gamey workaround).

Those are just a few ideas, but I'm sure others can think of more and better. None of this would require wholesale rewrites of the code, but all of it would force EU3 expansion to follow historical time lines and processes, without being prescriptive.
 
Last edited:

BritNavFan

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1. Obviously, maintenance needs work. It seems to be a problem that the game has to cover 400 years; what works in 1399 doesn't in 1820. To my mind, the simplest way is the best, increasing ship costs (and thus maintenance) over time, with each new type.
I think the problem with this is that (1) support levels are based on tax base and (2) income from "production" and trade increase dramatically over the course of the game, while tax base remains pretty flat. Production and trade should increase more slowly, base tax should increase somewhat, and the size of army you can support should increase faster than it currently does, so you can spend some of that increased income on army maintenance.

4. One other problem I have is fleet locations at start. The easiest way to see the problem is to load at France at various dates. I have done so, and have literally never seen a fleet in the Med. This is absurd. Toulon vied with Brest as the foremost French naval base, at least in the 18th C.
Or Mamluks at game start: all their navy in the Red Sea, none in the Med. Or, probably, Russia after it gets both Baltic and Black Sea coasts.