Rome built more ships than Carthage during the Punic war and probably would in game have more advanced innovations and technology. Carthage could not keep up to Rome and could not replace their navy while Rome could basically throw it away in a storm and quickly rebuild it again.now please explain to me how a rome can beat a nation such as carthage that have TONS of ports and faster healing and ship maintenance and wood all over iberia and north africa and high income if you will use just their same ship types but not only in lower number but also with a weaker skills ?
Egypt use the same traditions as all other diadochi so they have no advantages over the others.it sound possible to beat egypte with macedon on land if you make a good army that include good cavalary etc , but here what can you do ?it just look like the higher number of ships > lower number from what it seems so far .
Yes there are innovations that improve the navy.Focusing on naval technologies may help a little bit, but until we have a full tech list who knows.
egypte have the advantage over all others thanks to its rivers , its canal its ports .Rome built more ships than Carthage during the Punic war and probably would in game have more advanced innovations and technology. Carthage could not keep up to Rome and could not replace their navy while Rome could basically throw it away in a storm and quickly rebuild it again.
If Carthage can build 100 ships Rome could build like 150 ships which completely nullify any advantages Carthage have.
Egypt use the same traditions as all other diadochi so they have no advantages over the others.
Yes there are innovations that improve the navy.
HoI 4's Man the Guns will be PDX's first successful attempt at making naval combat interesting.
But HoI is HoI, a game solely focused on war.
Imperator focus is more spread out, with it primarily being on the Character and PC State dynamic.
So as a new PDX game, being a sequel to EU Rome, I knew from announcement that the navy would be the least developed aspect of Imp.
Of course the system presented here will suffice, and probably is a good starting point for the devs to work on.
However the suggestion that more ship types would inherently make the system, and of course the game, better is a bit silly.
Naval combat would need to be reworked for the addition of different ship types, troop interaction in naval battles, and over world affects of navies to be meaningful.
This whole "good starting point" approach makes no sense. The game is still in development, for God's sake! They can make good changes now!
Land combat has multiple different unit types that combine into a cohesive and interesting combat system. Why on earth couldn't they do that with naval combat? They could literally copy their own system and move it onto the water.
This line of thinking just seems like a justification for them to release half-baked mechanics and then make 20 dollar dlcs six months down the line.
But for a Grand Strategy Game, where individual battles are of minimal importance, I haven't yet seen a suggestion that comes close adding to gameplay. If this were a naval tactics game then sure "give us more than triremes", but I can't see any benefit here. (Technically, I can't see any mechanical benefit. I can see flavour benefit, but that is better provided through events and artwork).
I'm sorry to whine, but this is a very disappointing thread.
There are bunch of people saying "I want more than triremes, quadririems, quir... etc". There is barely any meaning full suggestions on what people what in terms of game mechanics.
And I'm 100% certain, that if you just add Tri/Quad/Quin etc without adding mechanics then there will only be more Naval Rage. You would simply end up with a situation where:
- Triremes cost 3 gold, and give 3 fleet power
- Quadreremes cost 4 gold, and give 4 fleet power
- Quinqueremes cost 5 gold, and give 5 fleet power
- Kiloremes cost 1000 gold, and give 1000 fleet power
All of which is mechanically useless noise. And mechanically useless noise is also known as bad game design, which is proven to bring about acute attacks of Gamer Rage.
So what do people actually want as a game mechanic?
The only decent suggestion in the thread is the split into 'battle ship' vs 'transport ship' vs 'antipiracy' ship. So similar to EU4 but three rather than four categories (because everything is 'inland sea ship'. Personally I would be fine with this. But importantly the tri/quad/quin are still all just 'battle ships'... so I don't see that as causing Naval Rage to subside.
A simple paper/sissors/rock trio doesn't work, becuase tri/quad/quin is just rock, bigger rock, biggest rock. No fun to be had there.
For similar reasons, a HOI4 type minibattle system is mechanically useless when all the ships are just bigger versions of previous ones. Ditto with Stellaris type minibattle.
Military traditions can work: Something like the "make bigger boats" tradition gives +10% to naval power or some such. But I'd guess that isn't the massive overhaul seemingly desired.
But for a Grand Strategy Game, where individual battles are of minimal importance, I haven't yet seen a suggestion that comes close adding to gameplay. If this were a naval tactics game then sure "give us more than triremes", but I can't see any benefit here. (Technically, I can't see any mechanical benefit. I can see flavour benefit, but that is better provided through events and artwork).
For those with actual mechanics suggestions, I would love to hear them. For those that don't, the Respectfully Disagree button is just below this text.![]()
HoI 4's Man the Guns will be PDX's first successful attempt at making naval combat interesting.
But HoI is HoI, a game solely focused on war.
Imperator focus is more spread out, with it primarily being on the Character and PC State dynamic.
So as a new PDX game, being a sequel to EU Rome, I knew from announcement that the navy would be the least developed aspect of Imp.
Of course the system presented here will suffice, and probably is a good starting point for the devs to work on.
However the suggestion that more ship types would inherently make the system, and of course the game, better is a bit silly.
Naval combat would need to be reworked for the addition of different ship types, troop interaction in naval battles, and over world affects of navies to be meaningful.
So i loved the last dev diary but i was disappointed by how all ships are represented under 1 class .
Here is why i think we might have an issue similar to the naked corvette issue of stellaris .
-i will start with an example : in eu4 as a greece sized byzantium i build 40 heavy ships + medium ones to beat those like +200 galleys of the ottomans or Venice on mid game , because i know they have quantity , a quantity that i can't beat with greece alone , so i go for quality and fire power (not doctrine but quality of ships i build.)
In imperator if i am Macedon and have only a 200 basic ship max but egypte have 400 or 800 trirems i will have no chance at all because they also use the same type of my ships + they are larger and have tons of ports .
If i am an italy sized rome and want to face carthage i will have no chance , because they have tons of ports too and can make tons of basic ships and already have a great naval doctrine , what can rome do against that ? Especially that the best what rome can do is making similar ships but in lower numbers .
We will need quality ships to beat their quantity and skills . We need to make good deck formation with heavy medium and light ships so we can beat our enemies.
Please @Johan make more ships so we can focus on different strategies and so we can also feel confident against a fleet larger but lighter than ours .
I won't dare to face egypte with Macedonia or carthage with rome if we both have same ships but inferior in number and ports and size and naval skill .
With 1 ships type only the one with most ports and ships will always win and our only hope will be to micromanage fleets and go hunt those smaller detachments only and hope that no other enemy reinforcement will arrive .
I thought that naval combat was essentially the same as land warfare up until cannons became a useful thing? Numbers = win; bodies = success
I thought that naval combat was essentially the same as land warfare up until cannons became a useful thing? Numbers = win; bodies = success
Nope, naval combat in this time period was much more dynamic than just floating ships together and hand to hand fighting across the decks, at least in the Mediterranean where the use of oared galleys of various sizes all fitted with rams and sometimes with artillery gave greater manoeuvrability and options in a fight. I suspect you are thinking about the great medieval battles in northern waters like Sluys. Ships like carracks and cogs didn't have oars or rams to be used in battle so sailing up to the enemy and boarding was pretty much their only tactical option.
You might be correct in the eastern Mediterranean, but the Corvus was created primarily because the only thing the Roman could bother doing on the water was:
a - "just floating ships together and hand to hand fighting across the decks", or
b - Fail to do 'a', then drown.
Roman superiority on land warfare come down to pretty much one thing and one thing only and that is Manpower, the same can be said about naval warfare. If Carthage had similar amount of Manpower as Rome did they would have done much better and maybe won the punic wars.