Wise Emperor
Arcane
1. Invite to a court some Arab imam.
2. Wait.
3. Convert to Religion of Peace™
4. Profit.
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2. Wait.
3. Convert to Religion of Peace™
4. Profit.

1. Invite to a court some Arab imam.
False religion -----
I think they should add naval combat (even a rudimentary one) for the republic dlc. You can't fight a maritime war with just the glorified transports known as CK2 navies.
SO what Russian pack bring to game except cool portraits and units? Always wanted to play as Rus Prince but Russias were never classic feudal states.
You can't fight a maritime war with just the glorified transports known as CK2 navies.
You can't fight a maritime war with just the glorified transports known as CK2 navies.
I guess that's why there was no such thing as "maritime war" since roman times until, like, 16 century. Tying a thousand ships into the bridge across Kattegat doesn't really count.
Paging Trash. Just wondering if your mod works with all the recent patches & DLC's. And if so, could i have a link to kind sir?
http://www.mediafire.com/?stote70360e3t5c
There you go. Feel free to ploink that link down wherever you want. It's for the 1.07 version and copatible with the main dlc's. Think it should also work with the last patch. I'll update the mod when they release the republic dlc.
Dream on.1. Invite to a court some Arab imam.
False religion -----
You can't fight a maritime war with just the glorified transports known as CK2 navies.
I guess that's why there was no such thing as "maritime war" since roman times until, like, 16 century. Tying a thousand ships into the bridge across Kattegat doesn't really count.
Yes, seriously, people asking for naval combat - it just doesnt suit the era. Not to mention that spotting another fleet without proper tools was nearly impossible at that time so fleets could search for each other in one sea province eternally.
Attrition needs to be added in some form as well, should not be able to throw around 50k deathstacks nearly anywhere in the world without any attrition just because they are standing on a ship.
They used to have attrition on ships, It started at around 6k I believe. This was way to easy to circumvent though. Just break your army up and send it in 6k waves that are kept a sea zone or two apart. So all it really added was a lot more micromanagement and you could still move armies of any size around rapidly while taking no naval attrition. They went ahead and removed the naval attrition in a patch in order to get rid of needless micromanagement. You could imagine that the massive navies and the armies they transport are abstracted and are actually broken up into smaller fleets to better facilitate travel and logistics. I suppose you could make naval attrition always occur and not be dependant on the size of the army transported so choosing to use naval transport incurs the cost of attrition in order to get better strategic mobility. Of course then a person could just make their naval journeys less than a month long hops in order to avoid naval attrition. So you get another case of micromanagement beats attrition.
Naval attrition would probably also further complicate the AIs use of Navies and you are definitely right about the AI not taking advantage of navies. That has been a reoccurring problem in almost every Paradox title though. It's been a reoccurring problem in almost every Total War title as well for that matter. I guess there is just something hard about naval transport AI. Probably has to do with how every coastal location has every other coastal location as a potential destination. So I don't know if we are gonna get competent naval transport AIs anytime soon. It might just have to remain one of those things that is an advantage for the player(like all features introduced in games that AIs can't figure out how to use properly).
I don't think that getting rid of navies and abstracting naval transport is the solution though. The way it works now, the more coastal holdings a nation/power has the better their sea transport capacity. Landlocked folks are entirely dependent on mercenaries for naval transport. If navies are abstracted away the naval capacity of different countries wouldn't be taken into account. I suppose they could base the gold cost/upkeep increase on the number of coastal holdings you have or something like that but I think the current system does a better job of accomplishing that and communicating it to the player.
Wasn't one of the patches/DLCs supposed to have armies raised appear in larger chunks instead of spread all around every county? That should help reduce the micromanagement of gathering up your armies before war. I suppose that wouldn't do anything for coastal counties not connected to the rest of your territory though.
And don't forget that attrition still happens when army is loaded on a docked ship.
Actually that significantly depowers naval armies. One of the biggest points in favour of them is that while the enemy (in my case the ERE) takes over a month to gather its doomstack together my forces are ready in a week to drop their 50k on scattered groups of 10-15k and eat away 3/4ths of their strength before the ERE is prepared. If you were forced to send things in 6k chunks you would face much more expensive naval landings trying to only land 6k units every few weeks against the 10k-15k stacks. That said, I agree it's an absolute PITA.
You didn't have to wait weeks between waves. If you landed in several counties and assaulted to gain a foothold quickly(so you troops directly in the port) it took very little time to get even a very large army landed with very few losses(whether due to attrition or assaulting). Naval attrition sounds like a good idea it is just far to easy to micromanage your way around it. That is why they got rid of it.
Which is why I think it would be a good ideas to simply let land units travel across the sea and abstract out the navy. The biggest problem with designing AI for this is the somewhat complex planning ahead needed to get the navy and army to work in tandem. Removing the navy from the equation and treating sea provinces the same as land provinces with regards to movement (adding on attrition/upkeep/combat modifiers as needed) basically solves the problem. At this point the mechanic doesn't add anything to the game, and it's one that the AI can't use and the player doesn't want to use except for the fact that it lets you beat an AI that can't use it.
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Well, the mercs are basically an upkeep system (and a fucking expensive one at that, by the time you can afford to blow 75 gold a month to transport 10k troops the game should be considered "won"). That's not a bad idea, but I think attrition would be better to balance this out. Say, every coastal province raises the supply limit for all water provinces by 250 troops? I think that sounds about right.
Paradox games communicating things to the player?. But seriously, simply adding a tooltip when you hover over the supply limit statistic for coastal provinces would be par for the course.
The current system serves as a hard limit. There is a maximum you are able to move based on your coastal holdings, or how many overpriced(and limited in quantity) mercs with ships you can afford. So a largely landlocked power will just not be able to move many(possibly none) troops by ship, no matter how rich and powerful they are. Not just that but it is able to take into account things like vassal relationships, recently conquered province penalties, how developed the holdings are, and if naval levies have recently been depleted. Abstracting away the ships will lose most of that. And it is communicated very well to the player how better/more coastal holdings = more naval levies = more naval transport capacity. It doesn't use a hidden formula to calculate what kind of increased upkeep/attrition penalties you will take and is so intuitive it doesn't need even a tooltip to communicate the concept.
The exploits will always exist in Paradox title.
If I was in charge I would change the way the navies work in CK2 like this.
-Reduce the size of naval levies(or the number of troops transported per ship). Reduce it to between a quarter and half of what it is right now, maybe even reduce it a little more if that is still too much. That way the only people that will be able to move their entire realms levies in one go are ones that are made up almost entirely of coastal provinces with well developed cities. Everyone else will have to contend with only being able to transport a portion of their armies by boat.
-Introduce time based naval attrition. That is so you can't just have armies sitting out in the water or in the port not having to worry about attrition. You should get a month or two free(should be long enough for most journeys) but after that it starts ramping up quickly.
-Have how long it takes armies to embark and disembark be effected by how large the army is. Larger armies take longer to load on boats and longer to disembark. Of course you would have to make sure that that all the armies embarking/disembarking in a county/sea zone are totaled for the purpose of determining how long it takes.