Notice About Vehicles At Large Waters - A Read (NAVAL WAR)
Just some of my thoughts about possible improvements for naval warfare whilst using mostly existing mechanics in the game.
Feel free to discuss if the listed problems are really problems or if they should be interpreted differently. The same goes for the solutions.
Please refer in the discussions to the points clearly with Px or Sx: b) for example.
Concrete numbers are from the eu4wiki (if it is still right).
Also English is not my main language, so correct if you feel the need to do so.
Problems:
P1: Under the statement that quality at force limit is more important than money at force limit (empires with big fleets have the money anyway) goes that Heavy ships are better (stronger [and faster on the map]) than Galleys, even in inland seas. This makes it so that every empire (not AI) with more than one or two coastal provinces outside inland seas uses no Galleys.
P2: Strait - Crossings can be blockaded completely by one ship (e.g. a Transport) no matter the amount of troops that try to cross it.
P3: A Province can harbor an unlimited amount of ships. Thus no tactical thinking (playing the game) is offered at all, or is anyone parking all its regiments in one province.
P4: Fleets get completely wiped out (better than some patches ago) in one battle.
This means one battle and the naval parts of a war are won, cleaning up smaller fleet hiding in ports aside.
P5: There is absolutely no control over the big canals (e.g. Panama) that you can build.
P6: The bigger fleet wins (supposedly it is not Transports / Light ships vs. Heavy ships). Thus no tactical thinking (playing the game) is offered at all, or are better players not composing there army for the big encounter (combat with to - amount of infantry, flanking cavalry [or infantry if modifiers permit] and backrow cannons) as well as circling armies with leader in and out of combat for the moral management.
Solutions:
S1: a) for P1
The strategic movement speed is 6 for Heavy ships and 4 for Galleys.
The speed for Heavy ships in coastal inland seas should have a penalty, because of riffs and other dangers close to the surface. The penalty could be x0.5 so that Heavy ships can be overtaken by Galleys in coastal inland seas.
So in deep sea: The strategic movement speed is 6 for Heavy ships and 4 for Galleys.
And in costal inland sea: The strategic movement speed is 3 for Heavy ships and 4 for Galleys.
S1: b) for P1 and partially P5
In deep sea:
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Heavy ship___25___________Threedecker__________60___________120__________5
_Galleys_______24___________Archipelago Frigate___24___________36___________8
_Light Ship____26___________Great frigate__________24___________30___________10
In inland sea:
Galleys get a +100% bonus to their strength in inland seas (e.g. Mediterranean, Baltic, Japan) versus other ship types (e.g. also vs. Transports and Light ships).
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Heavy ship___25___________Threedecker__________60___________120__________5
_Galleys_______24___________Archipelago Frigate___48___________72___________8
_Light Ship____26___________Great frigate__________24___________30___________10
Since the Galley bonus already haphazardly changes the hull and cannons of a ship, we could do the same again. For the same reasons as in ‘S1.a)’ a Heavy ship should have a penalty in inland seas, which could again be x0.5. Everything in deep sea remains the same and in inland sea:
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Heavy ship___25___________Threedecker__________30___________60___________5
_Galleys_______24___________Archipelago Frigate___48___________72___________8
_Light Ship____26___________Great frigate__________24___________30___________10
Heavy ships still beat everything but Galleys in inland seas. We now have a real incentive to use Galleys over Heavy ships. Of course the costs of Heavy ships (a little less than before) and Galleys (maybe more than before) need to be newly balanced, but keep in mind that there is way more deep sea then inland sea.
Any empire that has more emphasis on coasts uses an all Light ship navy anyway because:
In deep sea:
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Galleys_______24___________Archipelago Frigate___24__________36___________8
_Light Ship____26___________Great frigate__________24__________30___________10
S2: a) for P2
Assuming crossing a strait means troops ferry or walk by low tide between two provinces with a ‘small’ piece of water in between, it is questionable that one ship could be capable to stop them all.
Seeing that blockade efficiency readily gives us a working mechanic, troops should only be allowed to use a strait if neither the starting nor the destination province are fully blockaded by an enemy (you are at war with), a rival (even if not at war with you, e.g. he and you can be at different wars with the destination province) or anyone who you do not have fleet basing rights (or military access?) with (same reason as rival).
S2: b) for P2
Somewhat more complicated to accomplish but completing the above is the idea that if a province of the two is partially blockaded the troops should be allowed to cross but receive scaling to the percentage of the blockade moral damage and casualties e.g.:
_province_____blockade percentage_____moral loss_____casualties
_destination__50%_______________________50%___________25% (=250 men per regiment)
_Resulting in 50% Moral and 75% regiment strength.
If both provinces are partially blockaded then the crossing should recive both penalties e.g.:
_province_____blockade percentage_____moral loss_____casualties
_starting______90%_______________________90%___________45% (=450 men per regiment)
_destination__50%_______________________50%___________25% (=250 men per regiment)
_Resulting in 0% moral and 30% regiment strength.
S3: for P3
Since development exist we can take diplomatic (production) development of a province and say that without naval buildings it can harbour x1 the amount of ships, dock could increase it to x2, a drydock to x4, shipyard cold add x1 and a grand shipyard cold instead add x2. e.g.:
_dip.dev.____dock_______drydock______shipyard______grand shipyard______harbor max
_8__________________________________________________________________________8___(x1)
_8___________yes___________________________________________________________16__(x2)
_8___________yes________________________yes________________________________24__(x[2+1])
_8________________________yes______________________________________________32__(x4)
_8________________________yes________________________yes___________________48__(x[4+2])
_15_______________________yes________________________yes___________________90__(x[4+2])
S4: for P4 with help of S3
Balance wise a middle ground between now (fleet gets wiped out) and some patches ago (nearly full fleet black flags to the nearest harbor, repairs, comes back later and repeat).
With S3 in mind we can let more ships flee after a fight since a fleet will flee together to the nearest harbor. This now needs a better logic so that they only flee to the biggest harbor within a reasonable distance. If this can be accomplished then the fleeing ships that are too many for the harbor would be at a standstill (till moral recovers) in the sea before it, still have attrition and could be stack wiped similar to an army. At the same time, with good prepared harbors the surviving fleet has a chance at making a comeback like an army that retreats behind a fort.
S5: for P5
This probably requires more work. If only fleet basing rights with the independent tag or the overlord of the dependent tag that controls the province of the canal would allow one to pass a canal it would give a great control and reward the accomplishment of building said canal in the first place. Maybe a canal cold work as two harbors (one for each direction) that accept ships from one sea zone and put them out to the other, but that can only the designers/programmer know.
S6: for P6
This is a thought one. S1 to S5 should help it somewhat:
_S1 – Different fleets for different waters.
_S2 – More dedication needed to stop straits crossing and tactical thinking if you want your enemy to
______cross a partially blockaded strait to inflict losses on him in preparation for a land fight.
_S3 – Peacetime preparations for war and decision making on which provinces to make into harbours.
_S4 – Hopefully more and still meaningful fights before the naval side of a war is decided (plus stack
______wiping glory times).
_S5 – Diplomatic control of the shortest sea routs around the globe.
Besides the above it could be possible to give naval conflicts more meaning with the ’Artillery Fire Modifier’ that as per eu4wiki when one party in the fight has technological advantage above the other is increased proportional to the technological difference. It is thought worthy if this should be applied the amount of ideas taken from the ‘Naval - idea group‘ (this also gives this idea group more worth again).
If you have ideas to add, please do so.
Just some of my thoughts about possible improvements for naval warfare whilst using mostly existing mechanics in the game.
Feel free to discuss if the listed problems are really problems or if they should be interpreted differently. The same goes for the solutions.
Please refer in the discussions to the points clearly with Px or Sx: b) for example.
Concrete numbers are from the eu4wiki (if it is still right).
Also English is not my main language, so correct if you feel the need to do so.
Problems:
P1: Under the statement that quality at force limit is more important than money at force limit (empires with big fleets have the money anyway) goes that Heavy ships are better (stronger [and faster on the map]) than Galleys, even in inland seas. This makes it so that every empire (not AI) with more than one or two coastal provinces outside inland seas uses no Galleys.
P2: Strait - Crossings can be blockaded completely by one ship (e.g. a Transport) no matter the amount of troops that try to cross it.
P3: A Province can harbor an unlimited amount of ships. Thus no tactical thinking (playing the game) is offered at all, or is anyone parking all its regiments in one province.
P4: Fleets get completely wiped out (better than some patches ago) in one battle.
This means one battle and the naval parts of a war are won, cleaning up smaller fleet hiding in ports aside.
P5: There is absolutely no control over the big canals (e.g. Panama) that you can build.
P6: The bigger fleet wins (supposedly it is not Transports / Light ships vs. Heavy ships). Thus no tactical thinking (playing the game) is offered at all, or are better players not composing there army for the big encounter (combat with to - amount of infantry, flanking cavalry [or infantry if modifiers permit] and backrow cannons) as well as circling armies with leader in and out of combat for the moral management.
Solutions:
S1: a) for P1
The strategic movement speed is 6 for Heavy ships and 4 for Galleys.
The speed for Heavy ships in coastal inland seas should have a penalty, because of riffs and other dangers close to the surface. The penalty could be x0.5 so that Heavy ships can be overtaken by Galleys in coastal inland seas.
So in deep sea: The strategic movement speed is 6 for Heavy ships and 4 for Galleys.
And in costal inland sea: The strategic movement speed is 3 for Heavy ships and 4 for Galleys.
S1: b) for P1 and partially P5
In deep sea:
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Heavy ship___25___________Threedecker__________60___________120__________5
_Galleys_______24___________Archipelago Frigate___24___________36___________8
_Light Ship____26___________Great frigate__________24___________30___________10
In inland sea:
Galleys get a +100% bonus to their strength in inland seas (e.g. Mediterranean, Baltic, Japan) versus other ship types (e.g. also vs. Transports and Light ships).
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Heavy ship___25___________Threedecker__________60___________120__________5
_Galleys_______24___________Archipelago Frigate___48___________72___________8
_Light Ship____26___________Great frigate__________24___________30___________10
Since the Galley bonus already haphazardly changes the hull and cannons of a ship, we could do the same again. For the same reasons as in ‘S1.a)’ a Heavy ship should have a penalty in inland seas, which could again be x0.5. Everything in deep sea remains the same and in inland sea:
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Heavy ship___25___________Threedecker__________30___________60___________5
_Galleys_______24___________Archipelago Frigate___48___________72___________8
_Light Ship____26___________Great frigate__________24___________30___________10
Heavy ships still beat everything but Galleys in inland seas. We now have a real incentive to use Galleys over Heavy ships. Of course the costs of Heavy ships (a little less than before) and Galleys (maybe more than before) need to be newly balanced, but keep in mind that there is way more deep sea then inland sea.
Any empire that has more emphasis on coasts uses an all Light ship navy anyway because:
In deep sea:
_Ship type____tec level_______ship________________ship hull______cannons ______tactical speed
_Galleys_______24___________Archipelago Frigate___24__________36___________8
_Light Ship____26___________Great frigate__________24__________30___________10
S2: a) for P2
Assuming crossing a strait means troops ferry or walk by low tide between two provinces with a ‘small’ piece of water in between, it is questionable that one ship could be capable to stop them all.
Seeing that blockade efficiency readily gives us a working mechanic, troops should only be allowed to use a strait if neither the starting nor the destination province are fully blockaded by an enemy (you are at war with), a rival (even if not at war with you, e.g. he and you can be at different wars with the destination province) or anyone who you do not have fleet basing rights (or military access?) with (same reason as rival).
S2: b) for P2
Somewhat more complicated to accomplish but completing the above is the idea that if a province of the two is partially blockaded the troops should be allowed to cross but receive scaling to the percentage of the blockade moral damage and casualties e.g.:
_province_____blockade percentage_____moral loss_____casualties
_destination__50%_______________________50%___________25% (=250 men per regiment)
_Resulting in 50% Moral and 75% regiment strength.
If both provinces are partially blockaded then the crossing should recive both penalties e.g.:
_province_____blockade percentage_____moral loss_____casualties
_starting______90%_______________________90%___________45% (=450 men per regiment)
_destination__50%_______________________50%___________25% (=250 men per regiment)
_Resulting in 0% moral and 30% regiment strength.
S3: for P3
Since development exist we can take diplomatic (production) development of a province and say that without naval buildings it can harbour x1 the amount of ships, dock could increase it to x2, a drydock to x4, shipyard cold add x1 and a grand shipyard cold instead add x2. e.g.:
_dip.dev.____dock_______drydock______shipyard______grand shipyard______harbor max
_8__________________________________________________________________________8___(x1)
_8___________yes___________________________________________________________16__(x2)
_8___________yes________________________yes________________________________24__(x[2+1])
_8________________________yes______________________________________________32__(x4)
_8________________________yes________________________yes___________________48__(x[4+2])
_15_______________________yes________________________yes___________________90__(x[4+2])
S4: for P4 with help of S3
Balance wise a middle ground between now (fleet gets wiped out) and some patches ago (nearly full fleet black flags to the nearest harbor, repairs, comes back later and repeat).
With S3 in mind we can let more ships flee after a fight since a fleet will flee together to the nearest harbor. This now needs a better logic so that they only flee to the biggest harbor within a reasonable distance. If this can be accomplished then the fleeing ships that are too many for the harbor would be at a standstill (till moral recovers) in the sea before it, still have attrition and could be stack wiped similar to an army. At the same time, with good prepared harbors the surviving fleet has a chance at making a comeback like an army that retreats behind a fort.
S5: for P5
This probably requires more work. If only fleet basing rights with the independent tag or the overlord of the dependent tag that controls the province of the canal would allow one to pass a canal it would give a great control and reward the accomplishment of building said canal in the first place. Maybe a canal cold work as two harbors (one for each direction) that accept ships from one sea zone and put them out to the other, but that can only the designers/programmer know.
S6: for P6
This is a thought one. S1 to S5 should help it somewhat:
_S1 – Different fleets for different waters.
_S2 – More dedication needed to stop straits crossing and tactical thinking if you want your enemy to
______cross a partially blockaded strait to inflict losses on him in preparation for a land fight.
_S3 – Peacetime preparations for war and decision making on which provinces to make into harbours.
_S4 – Hopefully more and still meaningful fights before the naval side of a war is decided (plus stack
______wiping glory times).
_S5 – Diplomatic control of the shortest sea routs around the globe.
Besides the above it could be possible to give naval conflicts more meaning with the ’Artillery Fire Modifier’ that as per eu4wiki when one party in the fight has technological advantage above the other is increased proportional to the technological difference. It is thought worthy if this should be applied the amount of ideas taken from the ‘Naval - idea group‘ (this also gives this idea group more worth again).
If you have ideas to add, please do so.
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