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Shadow Knight

Admiral of the Fleet
55 Badges
Apr 18, 2002
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Much has been said about naval combat, naval trade routes, etc. within the past few hours since EUIII has been announced. So I thought a thread dedicated to just that would be in order.

First I'll mention the idea I had (mooching of MJK's idea of irregular armies) for merchant navies. Basically the idea is this:

When a nation is at war they can choose to summon a portion of their civilian merchant navy and make them active combatants (not without a price though, but I'll get to that in a moment). This is historical that in the early years proffesional navies were small and nation/city states relied on this merchant navy for the bulk of their naval needs (when not hiring other nations, like the Italian city-states like Venice or Genoa, to do this if they didn't have either a navy of their own or a large enough merchant fleet--more on this later).

This would work like this, your nation is now at war and in the 'war' screen/box whatever a button once unhighlited is now clickable. By doing so a fleet is generated in your largest port (this could be the one with a shipyard, the wealthiest, or a combination of factors) or capital if it has a port. Doing so would have drawbacks: It should cost a small bit of money, and it should hurt all your naval trade routes (more on that later) by a significant amount (don't want this to be free afterall) that slowly regenerates to full value once the fleet is returned (or destroyed).

In the early tech years these fleets should only be marginally weaker than fulltime naval vessels. Mid game they should only be of use as a emergency transport fleet and should have roughly the same defense values as purpose built transports. Late game they should be almost worthless (except to those powers who cannot afford a large fulltime navy) except as cannon fodder unless one is desperate for ships. They should have moderate to low morale based on DP sliders (or whatever replaces them if they don't exist in EUIII).

- Hirable fleets: (3 types)

1) Pirates they should work like EUII, you click on a sea province and 'hire' them (they should be relatively cheap but not always available...no trade routes no pirates). They should attack all trade routes within that sea zone even your own so it is not wise to do it in a zone where you do a lot of trade. They also should have a high chance to move to zones that do have a high ratio of trade routes (so hiring them in a zone that has only a few routes but are your enemies main routes could be a good tactic unless the next zone over has a higher number of routes that just so happen to be yours...plan accordingly). You get no cut of their profits, it is more of an annoyance factor to unleash upon your enemies as a diversion for their navy. THEY MUST SUFFER ATTRITION, they need to die off to no more pirates that last centuries, but the wealthier a trade route they hit the greater the number of pirates.

2) Privateers: Privateers should be expensive versions of pirates, costing more but with a bit of insurance. Unlike pirates you get a cut of their 'profits', say a random influx of cash once per month. Privateers unlike pirates will only attack nations that are at war with you or have bad relations with you (say -100 or lower). They should have a percentage to turn into pirates after so many turns. They should also suffer attrition rates until destroyed.

3) Hireable fleets: Like mercenaries on land but of the sea. They should be expensive as several times a normal ship would cost (say they come in groups of five warships or ten transports) but cost double the amount. However you get them now and not have to wait the years to build a fleet. They will act just as normal naval units and not like pirates or privateers. When disbanded they have a certain chance they become pirates.


1 & 3) These fleets should be okay to use until late game when more larger professional navies dominated the seas and the time of pirates and mercenary ships would be long gone (with some exceptions of course).

2) Privateers should be somewhat relavent even in the late game (look at commerce raiders during the US Civil War and later wars of the early twentieth century) but still crumple in the face of true naval vessels.


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Sea/Ocean Provinces

They need to be bigger (More like HOI 2) with a smaller coastal strip(s) around islands and continents. This should make things a bit easier with things like trade routes, pirates, privateers, etc. The only thing that would need to be added would be two things (the difficulty rating off the sea province to ships being found, i.e. the larger the zone the greater the bonus to ships to be able to go undetected) and a 'spotter' rating for ships that increases as technology increases (longer range, better telescopes, etc.).

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Well that is all I've got.

(Now we see how fast it falls to the bottom of the page and gets ignored in favor of more interesting threads.)
 
Hireable fleets - extraction for Vote Thread
This is an extraction of ideas from the current discussion thread. These ideas are from various people from the thread. I only merge them into one post.

There would be (except ordinary military fleets) 3 kinds of hireable fleets:

1) Pirates - They should work like in EUII, you click on a sea-zone and 'hire' them (they should be relatively cheap but not always available...no trade routes in sea-zone, no pirates). They would attack all traderoutes in sea-zone, even yours. You wouldn't get nothing from their profit. Their role would be as an annoyance factor to unleash upon your enemies as a diversion for their navy.

2) Privateers - Privateers should be an expensive versions of pirates, costing more but with a bit of insurance. Unlike pirates you'll get a part of their 'profits'. Privateers unlike pirates will only attack nations that are at war with you or have bad relations with you (-100 or lower). They should have a percentage to turn into pirates after so many turns.

3) Hireable fleets - Like land mercenaries but on the sea. They should be expensive as several times a normal ship would cost (say they come in groups of five warships or ten transports) but cost double the amount. However you get them now and not have to wait the years to build a fleet. But you will be able to hire them only if you would be at war. They will act just as normal naval units and not like pirates or privateers. When disbanded they have a certain chance they become pirates.
Hiring this fleet would represent a summon a portion of civilian merchant navy and make them active combatants. This is historical that in the early years proffesional navies were small and nation/city states relied on this merchant navy for the bulk of their naval needs.

Notes:
1 & 3) These fleets should be okay to use until late game when more larger professional navies dominated the seas and the time of pirates and mercenary ships would be long gone (with some exceptions of course).

2) Privateers should be somewhat relavent even in the late game (look at commerce raiders during the US Civil War and later wars of the early twentieth century) but still crumple in the face of true naval vessels.
 
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One thing omitted here is the costs of manning a fleet. For the 1st half of the EU3 period, the hiring idea is fine, but for the 2nd, it's inadequate. The problem for large navies wasn't so much the ships, as the sailors. You couldn't afford to keep lots of ships in commission, the majority (for Britain, the vast majority), were in ordinary, for which the modern term, is "reserve".

That's one of the problems I have with EUII; you have a single maintenance slider for all the ships you own, all in an equal state of readiness.

1. This allows England, or Holland, or Portugal, or whoever has a big fleet, to pounce as soon as a war starts. Among other things, this makes it really easy to run up a quick warscore on someone like France or Spain, & end the war before you & your allies take many hits. It wasn't really that easy, & it's not as if just some ships were unavailable, most were. It took Britain years, IRL, to do what they can achieve in one, in EUII.

2. There is, furthermore, no consideration of the advantage, or rather, need, for a large merchant marine to supply the manpower for a big navy. The Spanish problem, in the 18th C, of a simple shortage of trained seamen, is well known; really, the crunch applied to everyone, in varying degrees. (This need was cited by Adam Smith, of all people, in support of the Navigation Acts.)

3. OTOH, there is no reflexion of the price paid for mobilization; the loss incurred by taking men from the merchant fleets in vast numbers. The way things are now, there is no manpower cost to raising or maintaining a fleet, & no war exhaustion penalty, either. (Not to mention the harm done to relations with other nations. Did Britain really need the annoyance of having to fight the US while Napoleon is still around; although this won't be in EUIII, it's be in a mod within months of release).

With galleys, while the training side was not a big deal, the numbers of men involved was enormous. Again, this should affect a nation's manpower.

On another point, I have to disagree with the reasoning about spotting ranges. While the instruments did improve, the effect just isn't big enough to warrent inclusion. The sea is very, very, big, & the single most important factors in spotting range are (1) weather conditions, & (2) mast height. The latter also grew somewhat in the period, but not really enough to make a dramatic difference. The biggest real factor in navies' ability to find their enemy, was the creation of dedicated scouts (=frigates) in the 18th C. But remember, even then, mid-ocean battles were much less common than they currently are in EUII; the overwhelming majority were fought in sight of land.

I've railed against large seazones in other posts; I'm getting tired of doing so. What I'd like to see is a systematic analysis of the supposed advantages. Lacking that, I'll let it slide.