• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Daztek

Major
93 Badges
Jun 28, 2000
509
102
Visit site
  • Victoria 2: A House Divided
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Supreme Ruler: Cold War
  • March of the Eagles
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Third Rome
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • For the Motherland
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III
  • Deus Vult
  • Europa Universalis IV
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
Originally posted by crooktooth
Closing straits and restricting troop movements across narrow straits is probably too much to expect from most military forces of this era. The Turks took Gallipoli from the Byzantines in 1306, but were never able to close the straits; Venetian and Genoese aid reached Constantinople right up until the end in 1453. As for restricting troop movements, that assumes fleets could remain on station indefinitely, something not perfected until the British pioneered close blockade in 1804.

closing straits is a function of having sufficient artillery of good enough quality to mount shore batteries that can deny passage. in the 1400s you might have a point, but after that i don't think so

land based artillery is especially threatening to ships, firstly because it is more accurate than shipboard guns as they're on a moving platform and the shore batteries aren't; and secondly because metal land based shot can be heated to red hot before firing and when embedded in ship's timbers cause a fire, the ultimate threat to a wooden vessel

as to restricting troop movements, it should be a chance to intercept and stop movement, not a flat 100% blockade

another plug for ships automatically returning to port - nearly all ships or fleets whether victorious or defeated would seek to refit after a battle

cheers
 

unmerged(485)

Advocatus Sancti Sepulcri
Nov 24, 2000
9.971
0
Originally posted by Daztek


as to restricting troop movements, it should be a chance to intercept and stop movement, not a flat 100% blockade


I think that wherever you can cross water without the aid of transport any naval force in that sea zone should block that movement 100%. We're not talking about sneaking 30 or 40 men in small boats across the bay. We're talking about moving a lot of men, horses and artillery across a body of water without major shipping. Any naval force in the area would be able to block such a move. Marching your army from Hellas to the Cyclades should not be possible with a hostile naval force in the Aegean sea.
 

Devout

Major
80 Badges
Jul 9, 2001
527
134
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
Naval Attrition Idea

I have seen a lot of posts complaining about naval attrition, especially later in the game. Here's a radical idea:

What if you removed attrition and replaced it with something like "supply level"? As the supply level decreases, the ship moves slower and slower(to some predetermined absolute minimum speed). This would represent the fact that the ship lacks materials for sail repair, and would need to go to shore every fourth day to get food and water. I believe it would effectively discourage players from sending a fleet long distances without any supply bases because it would take such a long time as not to be worth the effort. Although, when in a bind it could be done (i.e. Magellen or Drake). It would also help players who forgot about a navy somewhere or just didn't want to micromanage naval movements as much.

I would also propose increasing the impact of storms, so that they would be the main (and only) cause of naval attrition.
 

unmerged(4828)

First Lieutenant
Jul 10, 2001
217
0
Visit site
I think fleets where pretty ok in EU1.
I do agree that it was a bit tedious to patrol,but not impossible.
As for improvements i really would like to see enemies invading weak points,not
where my biggest armies stand even if it's a lot easier that way :D .
At least not 4 times in a row.
T.
 

unmerged(5190)

Captain
Aug 3, 2001
367
0
Visit site
patrol rozpownaczy

i second the idea about patrol option, i always have this nagging idea that somewhere i have parked a fleet (usually loading/unloading) and forgotten to move it to port. after x months the message says (you fleet is completely destroyed) the patrol option would allievate that fear.
 

Spruce

Straight Templar Monk
41 Badges
Jul 30, 2001
7.182
8
Visit site
  • Tyranny: Archon Edition
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Victoria 2: A House Divided
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Prison Architect
  • Crusader Kings III
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
Aha!!!

why not adding a default rule for the navies= if attrition is higher than 5 or 10, sail to the nearest port.

who would love to die on sea???? Sailors would go beserk, if the captain keeps sailing on the high seas and people keep on dying...
Perhaps the idea is not new, excuse me in this case.

This would also exclude suicide navies like explorers that keep on sailing towards extention to the last man.
 

Alexandre

Gave Johan Wallachia's Shield
56 Badges
Jun 24, 2001
1.283
6
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Nemesis
  • Heir to the Throne
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
Originally posted by Spruce
Aha!!!

why not adding a default rule for the navies= if attrition is higher than 5 or 10, sail to the nearest port.

who would love to die on sea???? Sailors would go beserk, if the captain keeps sailing on the high seas and people keep on dying...
Perhaps the idea is not new, excuse me in this case.

This would also exclude suicide navies like explorers that keep on sailing towards extention to the last man.

I'm not sure that is should be required, but we should at least get a window telling us that a navy is starting to get attrition, and another window whenever a ship is lost.

Also, there should be an option to return to the closest port.

Alexandre
 

Spruce

Straight Templar Monk
41 Badges
Jul 30, 2001
7.182
8
Visit site
  • Tyranny: Archon Edition
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Victoria 2: A House Divided
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Prison Architect
  • Crusader Kings III
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
I really believe that this should be included.

Even Columbus had difficulties persuading the sailors to keep on sailing.

If people are dying from attrition or ships can't be repaired, you'll get a mutiny under the crew.

I can assure you that they'll sail to the nearest friendly port or they will join privateer/pirate fleets.
 

unmerged(5321)

Private
Aug 12, 2001
12
0
Visit site
I really like the idea of mutiny and becoming pirates. Remember that most petty sailors in this era were convicted criminals. In the pursuit of unknown treasures I could see how mutiny would be fairly common early in the game but decreasing in probability throughout. Also, when a naval leader dies in the midst of new exploration, not a known journey, the ships should return to the nearest port. I'm also in favour of a patrolling feature.

Oh yeah, that comment that one of you made about heated shot... it is a fairly recent invention by the time the game is completed. Even in the 16th century ships seldom used metal shot (cannon balls) because it was so expensive. It's not like they could be reused! Stones of varying size and weight were used far more often than any metal projectiles. Not to mention the poor accuracy of these artillery pieces even when used by the most experienced gunner.

PS - No one has even mentioned the importance of galleys up until the end of the 16th century. Especially in the Mediterranean Sea.
 
Mar 19, 2001
679
0
Naval supremacy and its influence on trade

FRom a historical and gameplay viewpoint, EU inadequately protrays naval affairs.

In EU the navy's prime use is to convoy troops or prevent them and exploring. But those two reasons paled in its importance when it came to the importance to protect merchant shipping and maintain communications with colonial territories.

In the current totally inadequate model, there is no incentive to invest heavily in fleet builds, In fact I usually get along very well with the gifts I receive.

Now in such a model, there is no taking in account of trade rivalry and the threat that not having a fleet meant for mechant shipping.

I should say that there must be some kind of simulation of this as otherwise most Western European conflicts cannot be explained. What about the Anglo-Dutch wars that were all about trade and naval supremacy. What about the decline of Spain? What about the difficulties France faced in supporting her colonies without prioritizing a naval force? What about England's loss of supremacy on the seas faced by an Franco-Spanish-Dutch coalition during the War of Independence thus preventing an effective British campaign against the colonists?

Navies at the time were built to secure mercantile interests or threaten others.

I should say that the inclusion of an abstract merchant fleet is imperative. You would have a number of vessels that would be in a large area of sea at one time, say the Atlantic.

By having lots of Vessels patroling in the area and giving them interception or escort orders you can then protect or destroy merchant fleets. Well, you get the idea.

If a nation cannot keep its shipping lanes open trade then suffers and thus income. This is what often worked to England's benefit at the time and explains often why Spain, France or the Netherlands didn't have the financial muscle to continue the war.

If your nation is wealthy then they'll build a merchant fleet. You thus gain market shares in certain markets. One reason for frequent wars of Britain/England against the Netherlands is the free ship/free cargo principle that was often disregarded. I think it should be a policy option you could toggle and thus prevent enemies to receive commodities and earn revenue, even if neutral parties transport these goods.

As a last point, I think trade shouldn't be that abstract as it is now. Certain goods were of strategic importance and being not able to get hold of them could just about decide wars. For example, Napoleon and his allies denied the British merchant fleet access to crucial ship-building and maintaining materiel from the Baltic sea area. If there hadn't been Trafalgar, France could and would have gained crucial supremacy while Britain wouldn't havve been able to maintain her fleet.

Commodities would have to be transported properly to its markets by a merchant fleet that is handled by the AI.

Well, I hope I made myself understood and know that this will not be included in EU2, but maybe one day naval and trade affairs will finally play the important role in EU3/4/5 it certainly did play in history. Until then the naval system remains practically a joke.
 

unmerged(5126)

Private
Jul 30, 2001
23
0
Visit site
I agree that the Naval element of the game needs to be overhauled, however, I'm not sure that forcing the player to divert his/her time to building up a merchant fleet is likely to be attractive.

I'd prefer the computer to work out the size of a merchant fleet in the abstract, using the relative size of the relevant nations maritime empire and trade possessions.

I think I've posted this before, but my idea would be to include Frigates as an additional Naval unit. These could be tasked to a fleet role, where they would act as the 'eyes of the fleet' and so impact upon the probability of interception. OR they could be tasked to Naval interdiction to raid the enenmy merchant shipping.

This second option would again be dealt with off-map by the computer and be reflected in reduced trade income for the targeted country.

The effectiveness of these Merchant Raiders would be affected by the relative strenghts of the main battle fleets of the protagonists giving more of a reason to seek battle in an attempt to gain Naval Supremacy/Superiority.

Finally, the frigates could be tasked to Convoy Duty/Anti-pirate warfare in an attempt to keep the sealanes clear.
 

unmerged(4290)

Second Lieutenant
Jun 7, 2001
119
0
Visit site
Originally posted by Lord Schomberg
PS - No one has even mentioned the importance of galleys up until the end of the 16th century. Especially in the Mediterranean Sea.


Oh, you can be sure it is mentioned.. Not in EU2 forum; but in EU forum there were some really good arguements about them in history and in the game..
 

unmerged(4945)

Second Lieutenant
Jul 17, 2001
121
0
filebox.vt.edu
I agree that naval supremacy is poorly modeled. Perhaps naval provinces could actually be "owned" in a sense-

So that any province is controlled by a nation based on:
1. The closeness of ports.
2. The overall strength of your navy, and perhaps the strength in a given port.
3. Your naval tech level

This way it is important to control a contiguos line of sea territorys, or enough domination so that goods can get to port (or CoT).
 

unmerged(485)

Advocatus Sancti Sepulcri
Nov 24, 2000
9.971
0
Originally posted by Spruce
Aha!!!

why not adding a default rule for the navies= if attrition is higher than 5 or 10, sail to the nearest port.

who would love to die on sea???? Sailors would go beserk, if the captain keeps sailing on the high seas and people keep on dying...
Perhaps the idea is not new, excuse me in this case.

This would also exclude suicide navies like explorers that keep on sailing towards extention to the last man.

I think there should be something along these lines to keep people (myself included occasionally) from abusing explorers. If the last time an explorer was in port he was looking old and haggard then his next sailling will be his last. Just send him off to explore the seas until he dies of either attrition or old age. See how far he can get. He gives his life for the good of the country and those explorers who follow. Even though he never returns to tell us of his discoveries - maybe he uses buoy markers to guide the next fleets along the path he discovered.
 

Owl

Born to be Wise
4 Badges
Jun 21, 2001
2.628
0
Visit site
  • Europa Universalis III
  • Europa Universalis: Rome
  • 500k Club
  • Europa Universalis III: Collection
lost explorers etc

Just found this thread - some excellent ideas especially the prevailing winds "sea lanes" concept which was of course vital information throughout the EU period.

I don't think it should be possible to benefit from sending explorers off the edge of the map. Perhaps if they don't come back or encounter another fleet from your country the map areas they have uncovered should fade back to terra incognita.
 

unmerged(485)

Advocatus Sancti Sepulcri
Nov 24, 2000
9.971
0
Re: lost explorers etc

Originally posted by Owl
Just found this thread - some excellent ideas especially the prevailing winds "sea lanes" concept which was of course vital information throughout the EU period.

I don't think it should be possible to benefit from sending explorers off the edge of the map. Perhaps if they don't come back or encounter another fleet from your country the map areas they have uncovered should fade back to terra incognita.

Yes, unknown sea lanes and adjacent land area should not be "uncovered" until your explorer makes it back to any of your ports.
 

Owl

Born to be Wise
4 Badges
Jun 21, 2001
2.628
0
Visit site
  • Europa Universalis III
  • Europa Universalis: Rome
  • 500k Club
  • Europa Universalis III: Collection
You'd have to be able to see the sea zones and lands while your explorer was still afloat, but my suggestion was that they vanish again if none of the expedition returns.
 

Spruce

Straight Templar Monk
41 Badges
Jul 30, 2001
7.182
8
Visit site
  • Tyranny: Archon Edition
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Victoria 2: A House Divided
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Prison Architect
  • Crusader Kings III
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
Originally posted by Sonny


I think there should be something along these lines to keep people (myself included occasionally) from abusing explorers. If the last time an explorer was in port he was looking old and haggard then his next sailling will be his last. Just send him off to explore the seas until he dies of either attrition or old age. See how far he can get. He gives his life for the good of the country and those explorers who follow. Even though he never returns to tell us of his discoveries - maybe he uses buoy markers to guide the next fleets along the path he discovered.

I totally agree. My policy is that explorers must become martyrs. They simply have to keep on sailing until all crew members have perished. No human life form may return to the home port!
 

Spruce

Straight Templar Monk
41 Badges
Jul 30, 2001
7.182
8
Visit site
  • Tyranny: Archon Edition
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Victoria 2: A House Divided
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Prison Architect
  • Crusader Kings III
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Darkest Hour
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
I agree with the idea that the impact of navies should be improved:

1) Troops recruited in colonies and small cities should have a lower quality then regular troops, trained and experienced. So shipping troops (marines) will have a tactical benefit.

2) I like the idea of building merchant ships. You will need to set up fleet routes from COT to capitals, coastal provinces etc. Privateers and Pirates can act against these units. During war times it will become a challenge to guard your merchants and to destroy the enemies merchant ships.

Revenues from COT should be DECREASED (=actual trade of goods), and revenues due to merchant shipment of goods should be created.

A nation that has neglected its fleet of merchant ships will loose a serious part of the income and has to invest again in building merchant ships.

You can make money about trading goods at the COT, but also by shipping them to your provinces. Good idea, and possible to model IMO.
 

unmerged(485)

Advocatus Sancti Sepulcri
Nov 24, 2000
9.971
0
Originally posted by Owl
You'd have to be able to see the sea zones and lands while your explorer was still afloat, but my suggestion was that they vanish again if none of the expedition returns.

Right, that is what I meant by being uncovered. That way you can't benefit from a lost explorer.