Navies!? Yes, but why?

AEP

What r u doing, Dave?
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I have a bit of a love/hate relationship with navies :hmm: . On the one hand ships are of course specialized units in their own right with a role to fulfill, but on the other hand I find that investing in a navy can be expensive and time consuming and in most cases not worth the effort. I would suggest only building the bare minimum of ships necessary for the task at hand and bolster a small navy with alternate strategies and units.
In this post I shall briefly look at two articles written by Scoutsout and Zardnaar respectively and how they use naval power. Subsequently, I shall attempt to explain how I use navies, looking at both pro’s and con’s, and draw relevant conclusions.
This post turned a bit longer than I had initially expected, but I hope that doesn’t stop you from reading it. I would be interested in any feedback or ideas ;) :) .

First of all, I have read Scoutsout's and Zardnaar's contributions to the war academy. In particular I found that Scoutsout's in depth explanation of how to successfully conduct an amphibious invasion with marines as spearhead very useful and well thought out :goodjob: . And Zardnaar has made a good case for the use of the English Man-o-War :goodjob: .
However, in my opinion both of the above describe strategies which apply to very specific circumstances. A 'D-Day' style invasion as described by Scoutsout would require a substantial number of ships and not just for the initial landing, but such numbers would have to be sustained throughout the campaign. A constant conveyer belt of transports shipping across large armies would need constant naval escort protection. And following the rule of attrition, that escort fleet would have to be large in order to maintain local dominance. In other words, if you estimate that 6 battleships are required for the job then I would estimate that you'll need a fleet of at least 10-12 battleships to make sure the job is done. This is because you need battleships on the battlefield (6 ships) while others are en route to or from harbors for repairs, others will be undergoing repairs and inevitably some will be sunk. If you then wish to add destroyers, cruisers and subs for the establishment of a perimeter, and carriers for air superiority and bomber campaigns, it all adds up to considerable production and maintenance costs. And as a small side note, the use of such a wide array of units may complicate co-ordination unnecessarily. Fewer unit-types can accomplish the same task without necessarily loosing effectiveness or taking more losses.

As for playing with the English, well, I think that's an acquired taste :rolleyes: but you may of course think differently about this. Certainly, Zardnaar's evaluation of the Man-o-War is very compelling:

Quote
"Possibly one of the most powerful UU's in Conquests, the Man O War is just too versatile: Naval supremacy, city bombardment, strip coastal improvements, port defense, and enslavement."

In particular the bit about enslavement is very useful - build up a large fleet with very little upkeep. And of course the English have other advantages which should be considered (though I will not discuss those in further detail here). Nevertheless, there are also disadvantages to take into account. Again, as Zardnaar rightfully points out, the English are a "slow starting civ" which bears with it the implication that "you will probably be weak militarily until the late middle ages".
Hence, before choosing the English on account of their naval advantage, you should bear in mind that Steam power, which grants the ironclad, is just around the corner from Magnetism. And given the fact that you'll be weak until the late middle ages, it begs the question of whether you'll actually be able to produce enough Man-o-Wars to even out the score with other civs, who may already be showing off their ironclads (You can then argue about the merits of Man-o-Wars versus ironclads. I’ll leave that up for discussion).
What I'm saying is that you will most likely be fighting an uphill battle in the attempt to establish naval dominance. And if dominance is established, the fight might have taken up so much time that Combustion, which grants the destroyer, is already on the horizon. And not to forget, such naval contests may take up a lot of resources, which could be invested in other things... What is more, once dominance is established you should of course put it to good use and have a follow-up strategy such as for example an invasion of an enemy’s continent. Here again preparation is needed in terms of landing troops and transports and of course ongoing production of naval fighting vessels. This brings me back to Scoutsout’s article. A large amount of naval and land units will be required and I’m just wondering whether the English, despite all their advantages, will have enough capacity left over for that?

Instead I propose a different approach and role for navies. As I mentioned earlier, naval units are specialized units, which have their own tasks to fulfill. By this I mean that you’ll of course need ships, but only limited numbers are necessary.
Before proceeding I have to specify that I’m referring to the use of navies after the invention of Magnetism. The reason for this is that before such time empires may be relatively weak or small and won’t be able to produce or sustain the production necessary for large scale naval commitments. Moreover, in my view, effective naval units only start coming onto the scene after Magnetism.
As far as I’m concerned, I see ships as no more than the initial stepping-stone to another continent. They are merely the means to an end and not an end in itself. I shall not engage myself with sea exploration or communication, since these do not concern the use of navies but individual ships instead, but rather spend more time discussing the meat of the matter: invasions!
When playing a game of civ I most often attempt to conquer my own continent first. Only when this is done, do I look farther a field in order to expand my empire. This means that I can concentrate all of my energies on producing the relevant units for the invasion of a foreign continent (or if it’s the aim of my game settle down and concentrate on a cultural, diplomatic or spaceship victory). After selecting the target civ I begin building a small economical navy as that first and vital stepping-stone. Usually I need no more then 3-4 transports and 3-4 battleships. The transports I load up with my best attacking units available supplemented by 4 or so of the best defensive units. In the majority of cases this is all the ships I need. Before actually invading, I build as many airports as possible, usually somewhere between 8-10 in all. With these I can quickly build up a sizeable force of approx. 10-15 veteran bombers. In addition, I of course have a large force of attacking units and artillery ready and waiting as the follow-on force to the initial invasion.
In terms of production I give priority to the completion of my small navy, thereby allowing it to sail off while I complete the remaining units necessary for an invasion. For safety reasons, I keep all my naval units in a stack.
When all is ready and in position, I land my invasion force (preferably on a hill or mountain) along the line of least expectancy, thereby hoping to surprise the enemy. Naturally, this implies that I won’t be able to attack until the next turn, but more often than not I will be at peace with the relevant enemy civ and declare war the next turn by doing a surprise attack. My aim is then to secure at the very minimum one enemy city and immediately rush build an airport there. By having overwhelming local superiority I should be able to quickly quell resistance and commence building. The airport will allow me to dispatch follow-on forces by plane and also allow bombers to lend support for the continuation of the invasion.

The above strategy may not come as a surprise to most, indeed it may seem somewhat intuitive, but I certainly prefer this to building up massive navies, which is the point of this post. As I have mentioned, these cost time and resources, all of which, I believe, is better invested in land and air units. In particular, I find bombers most useful since they can take on enemy ships, cities, strip improvements, move fast across the whole length of the map and are cheaper to build than the majority of naval units. Of course, in connection with the bombers comes the added costs of airports, but I still believe that it’s worth the investment. However, if you can secure Smith’s Trading Company, the airports will be free and certainly this wonder ranks high on my list of wonders to get, if any.
Granted that the above strategy would be more difficult to initiate if you play with archipelagos, but in this case I simply repeat my modus operandum: Island-hoping with my small navy as a spearhead and rush building airports I go.
Surprise attacking a civ may of course result in a worsening of relations with other civs. However, by the time I initiate the above strategy, I should have a sizable empire on my own continent, which for me is a cue for starting a push toward world domination anyway. So what the hell…
There is always the risk that captured enemy cities will flip thereby loosing your tenuous foothold on another continent. It is a risk that has to be taken, but mostly I find that it’s not a problem since I have a decent amount of units from the 3-4 transports to quell any resistance and quickly establish a bridgehead and build airport in order to subsequently move inland.
This of course brings up the issue of timing involved in the attack. On this basis Scoutsout’s strategy might be quicker in the initial stages of the assault since he proposes the use of marines backed up by large amounts of other attacking units. This is a point to keep in mind, but I find that once the air-bridge is established and bomber support is available, there is no loss of momentum in the attack. Besides, you should also consider the amount of time needed to set up a large scale ‘D-day’ invasion (and not just for one island, but also in terms of island hopping). In this case, I believe the use of a small navy and an air bridge are much less time-consuming overall and more versatile.

I have tried to weigh the pro’s and con’s of each strategy and my conclusion is that navies are only a tool or a small (but still important) part of an invasion. The thing to remember is that no matter how large your navy may be, it CANNOT force a conclusion to a war on its own: you need land units for that!
I have to admit though that until now I'm at Monarch, so maybe the parameters when playing more difficult levels changes all of the above. Also, many games are finished by the time you reach the mid-industrial age thereby negating such naval considerations anyway.
I might have overlooked certain points and if so, please let me know ;) :) , i would be very interested. Or if you have alternate strategies or opinions on navies post 'em! I leave it up for discussion!

Cheers :D
 
I am a novice at utilizing navies, and as such, appreciate the time that you have spent to analyze and communicate your strategy. I will have to experiment for myself.
 
some good points here - especially about the massive advantages of bombers, but..... youve missed several tactics that make building a huge navy worthwhile. The english man o war is awesome and can hold its own against the iron clad. A small navy of men o war with their enslavement ability can build you a navy without upkeep which can be used for coastal bombardment. Yes - bombers are better for destroyong units and terrain, but for a whole bunch of free units which can effectively group together and knock out all but the last bits of a coastal cities defences, the man of war is definetly worth while. ok - later on they cant challenge battleships and stuff - but they can bombard them (knocking their health down) to make sure your battleships dont end up at the bottom of the sea!! Even if you dont play with the english - navies are still good. If youve conquerored your island/continent, you dont want to worry about invasion whie your at war. A large navy can keep any threat away. They can also make a horrible mess of the enemy's territory (on the coast) which is very useful if they have resources or luxuries near. (If your not using them - dont let them use them either). Yeah - their not as good as bombers, but you wont have to worry about invasion and you can seperate cities from important resources. A navy is very versatile, and a good addition to an invasion force. if you dont have many bombers, you can use ships to bombard enemy units down a bit and then kill them with every bombing mission. A BIG NAVY IS GOOD!!!!! (You will need less land units - and if youre english - you can do it all really cheap)!! :goodjob:
 
one strategy i like to use is to build up a large navy while I build up an invasion force. Not only can you defend your own island, you can surround the enemy and most important - as soon as you land, the enemy will scramble its defences. you then find lots of cavalry, knights, etc - all steaming up the coast towards your fragile invasion force. SOOOO - you bombard them with your ships and bring them all to a stand still (you can then pick them off with your invasion force or watch them retreat). Also - I usually find that I never judge the right amount of land units. so - you can make a mess of their coast before you settle for peace and build up a second wave of units. AND, if your low on workers and fancy some free slaves - you can bombard a few coastal squares and wait for a small army of enemy workers to come and sort out the mess, then you get one or two units unloaded from a ship to round them up and make off with yer booty! HAR!!
 
In general, AEP is correct. I want to point out that there are certain cases in which building a large navy is both advisable and a key to victory -- specifically, when your civilizaton is lucky/unlucky enough to start on an island by itself. In that case, building a navy is necessary both to keep a fleet at home to sink invasion fleets, and escorting your own expeditionary forces. In general, though, the cost benefit analysis weighs against an extensive maritime strategy.
 
I just find it easier to sink a one hp destroyer and transport than killing 8 tanks. It is efficient. And then if you have too many ships, then you screwed up and don't do it next time.
 
A navy is a waste of time, money, and production. At MOST, a navy can only influence TWO TILES of land inward (bombardment). The only naval unit anyone should ever build is a transport. The AI 99% of the time wont find it before you land. Spending hundreds of shields on simply securing a transport that will be at sea for at most 5 turns.... is insane. You could have just as easily bought several new transports and completely filled them, for the same amount of effort. What's the point of a navy? Its to protect transports, and to bombard the coast. One of those things you could have (more) easily done with bombers, and more effectively too. So now you're down to one real role. You can't build cities on the sea, so its not like they're protecting any valuable land. You can't get any luxeries or strategic resources from the sea. You can't do ANYTHING with the sea you can't do better on land, except protect a transport once in a while that really doesn't need it anyway. Air units can hit land and sea tiles. Land units protect your most valuable assests (cities), they have unlimited movement halfway through the game, and they can hit up to 7 tiles out to sea (tactical nuke, including collateral damage), or 4 tiles if you want to stick with cruise missiles. So far, on every level... navies suck. They're the statistical most worthless units you can invest in. They have the least return on investment possible (as they affect the least amount of strategic tiles.... an "ocean" or "sea" tile is *not* strategic, for reasons already mentioned). True they can sink incoming transports... but why would you want to? The sooner the enemy lands, the sooner you can bombard them to 1hp and get a ****load of elites out of it. How often does one 'see' a sea invasion done anyway? On every level, sea units simply suck. There is no way anyone could possibly defend their worth and be taken seriously. 1 battleship is 200 shields. You just spent 200 shields on something that *might* get a successful bombard against a coastal tile. You just spent 200 shields on something that *might* be usefull in defending a transport (but then rendered completely meaningless... when the said transport is not even attacked). You just spent 200 shields on something that *might* sink an incoming transport (but again, its rendered useless, when an enemy transport is nowhere in sight for most of the game). The sounds like allot of "might"s to me. Personally, I'd prefere to spend 120 shields on a modern armor, and suddenly I'll have something that's worth having. Or I'd rather spend the 200 shields on 2 bombers instead, they can at least kill land units and sea units. Even when you take it to a fundamental perspective, sea units are worthless. Land units can kill air, sea (with a cruise missile, or nuke... yes they're land units despite their names), and other land units. Air units can kill land, sea, and other air units. Sea units can kill air, and other sea units.... wow.... and they typically cost more than both land and air units!
 
hmmmmm, thats all a bit negative grav!! I understand what your saying but when you've got lots of production shields being produced (especially when you've got factories), spending a few on some ships adds alot to an invasion. True- when you have the technology, air units are much better - but what about carriers? I must admit I dont use them a lot, but carriers mean that you can protect your transports and attack further into enemy territory without having to risk puttinf valuable bombers into cities that could be at risk from attack and culture flips!! This is a useful tacic but relys on a sronger navy, to protect your carriers!! Yeah- you could have spent the shields on tanks, but I find that ships will last a lot longer. When you have naval dominance you will never have to worry about losing it and it is essential to a game where there are lots of smaller islands. If you are massively superior to your enemy then it does seem a waste of time when you could be building tanks and stuff, but in a war against a more evenly matched civ - it can help turn the tide!! A big navy is important when your fighting a long war (which most people will hate to do but is unavoidable when your enemy is strong). I think people are underating these sea units but maybe its just that everyone has there own favorite way to play!
 
I agree, Carriers are useful. You want some destroyers for escort of course. They make also great scouts when there are no fighters in range, because of high movement.

For continent - continent invasions after you conquered your whole continent and go for the 2nd / 3rd where the remaining AI civs reside, Carriers are great -> they will help you to get the first city and built an airport there.

OK, Navies are not so important, especially as there is no real sea trade concept in the early game and stuff like that.

But still, we should not see the navy in a only negative light, even if land units and supporting units like artillery and bombers rule.
 
I'm kind of a half-assed player in that I enjoy messing around as much as I do winning, so for me, the variety naval units give is a lot more fun than overwhelming my 800th opponent with cavalry or tanks.

A navy that follows the old English plan of being as strong as any other two nations' put together can be pretty useful, though. Having a sentry net around your territory can keep out annoying coastal bombarders, the loss to which in terrain improvements (and therefore lost commerce and production) can add up over time. Second, I really hate paying tribute to end wars with overseas nations that are never going to pose a serious threat to my mainland--it's an insult to my obvious superiority--so when you're busy squashing their ally and can't deal with them too, a dominant navy can send theirs to David Jones' Locker and give them a reason to accept peace straight-up or even in your favor. And once your navy reaches a certain level of strength, I find that your attrition rate is actually pretty low; much lower than a land-based slugfest, at any rate, which means a 200-shield battleship ends up being a more reasonable price when it's lasted a few dozen turns.

Plus the shock value of bombarding their coasts to ruins and then coming out of the sidehatch with a boatload of marines--on the same turn you declared war--is about the most fun I've had in this game. Successful coordination of land, air, and sea units can be as rewarding as the most effective land-based blitz.
 
I tend to play on acho cuz its a more realistic world map in a way and can present many varired challanges. So sea power becomes a need. I tend to build a resonable amount of destroyers and transports to begin with (depnding on fund /sheild production) and will later if needed start to build a task force or two. This usally consists of a minmum of 4 battleships and 2 carriers plus 6 destoryers. The Battleships are the only way to protect carriers effectivly as carrier sit on top of destoryers. while the carriers can have an assortment of air defence and bombers as the situation requires (this can be helpful in giving a newly conquered port good air denfence and bombardment) The destoryers in this group will constantly picket around this force preventing most forces from coming into contact with the main force. As an additive, I alos if able have a transport with a marine army plus an arty or extra marine with this group. The advatages are adaptablity and swicth attacks.
 
Thanks for your replies! There are a few interesting suggestions to take into consideration :goodjob:

Stoo.W said:
The english man o war is awesome and can hold its own against the iron clad. A small navy of men o war with their enslavement ability can build you a navy without upkeep which can be used for coastal bombardment.

I touched on this point in my original post and as you mention, the advantages of the Man-o-War should not be overlooked. But to reiterate, this should be weighed against the disadvantages of playing the English... I suppose that style of play and map layout are also important factors to keep in mind: There is no ultimately correct answer to this issue.

Stoo.W said:
If youve conquerored your island/continent, you dont want to worry about invasion whie your at war. A large navy can keep any threat away.

You're right of course :) . It would be an extra security barrier against potential hostile invasions - this buys you peace of mind.
However, I usually keep a token defense force of 12-16 units on my island/continent - remember that bombers can also easily be moved to where they are needed and bolster defenses. This force can easily take care of an enemy invasion, which most often does not consist of more than 1 transport load. For some reason the AI hasn't figuered out how to co-ordinate larger scale invasions, which I find a shame really :( since it could make for more interesting gameplay (also, I'm presuming that by the time invasions with transports become a threat, your empire would already be criss-crossed with railroad. if not, then of course the defense force would have to be larger and more distributed).

Stoo.W said:
A large navy can also make a horrible mess of the enemy's territory (on the coast) which is very useful if they have resources or luxuries near. (If your not using them - dont let them use them either).

Yes, I agree but bombers can achieve the same and more (they are cheaper, have longer range and better bombardment rate). If the enemies continent is far away then of course bombers won't be able to reach it. Then of course I would consider building at least 2 carriers to suppliment my invasion force of 3-4 transports and 3-4 battleships (again I would also stack all these units allowing battleships to provide protection).

Stoo.W said:
with a large navy you can surround the enemy and most important - as soon as you land, the enemy will scramble its defences. you then find lots of cavalry, knights, etc - all steaming up the coast towards your fragile invasion force. SOOOO - you bombard them with your ships and bring them all to a stand still

A large navy is a luxury, which can perform a number of useful tasks, such as blockading the enemy's island. But this would require a substantial amount of naval units, which again cost time and resources better spent on other things.
In my original post I conceeded the fact that my invasion strategy would leave my invasion force relatively fragile during the first turn after the landing. Only once the airbridge has been secured would things really kick-off. However, when declaring war against an enemy I always try to get other civs to join my side, hence dividing the enemy's defenses and reducing the resistance I encounter.
Also, hoping that a large navy can rebuff an enemy's counter-attack I find a little too optimistic. Naval units will at most have an inland reach of two tiles, which is not much when considering the movement points of some units available in the industrial age (cavalry or even knights). I mean the enemy will attack before you have a chance to bombard him. Instead of navy units I still believe that bombers would be more suited for this task (once again, you can suppliment with carriers).

jkp1187 said:
In general, AEP is correct. I want to point out that there are certain cases in which building a large navy is both advisable and a key to victory -- specifically, when your civilizaton is lucky/unlucky enough to start on an island by itself. In that case, building a navy is necessary both to keep a fleet at home to sink invasion fleets, and escorting your own expeditionary forces. In general, though, the cost benefit analysis weighs against an extensive maritime strategy.

I completely agree! As I have mentioned before, ships are unique units in their own right (they can sail across oceans - obviously!) and may under certain circumstances be necessary in great numbers.

Grav said:
The sooner the enemy lands, the sooner you can bombard them to 1hp and get a ****load of elites out of it.

Good point :) Just let them come!

Stoo.W said:
but what about carriers? I must admit I dont use them a lot, but carriers mean that you can protect your transports and attack further into enemy territory without having to risk puttinf valuable bombers into cities that could be at risk from attack and culture flips!!
A big navy is important when your fighting a long war (which most people will hate to do but is unavoidable when your enemy is strong).

Yep I see what you mean: Carriers are useful and in prolonged and entrenched conflict big fleets should maybe be considered in order to tip the balance in your favour.

Longasc said:
OK, Navies are not so important, especially as there is no real sea trade concept in the early game and stuff like that.

Yeah, it's a shame thay didn't include or expand on this aspect :( .

Well, that's all i can think of for now. thx for your replies :goodjob: :D interesting stuff!
 
Grav said:
A navy is a waste of time...

Grav--would you say the same if you had an island start with minimal resources/luxuries?
 
Man-o-War? Long before that, the true naval rulers of the sea, the Dromon, have been bombarding coastlines for centuries. Simply put, there is no naval unit more powerful in its time. Twice the attack strength as any sea unit, lethal sea bombard. Ancient era bombard. Barely outclassed by the Frigate and only 30 shields!

Best of all, The Byzantine are Seafaring at a time when it matters the most - the ancient era. You get a 4 move Dromon with only a 25% chance of sinking out in the ocean. You'll contact all those other civs on the far side of the world ages before anyone else and set yourself up to be the sole science conduit between continents.
 
i like navys, and i don't care if i waste sheilds i don't play the game like an accountant worrying about if buliding 4 bomber will do 15bomabardment compared to 3 artillary doing 10 but for 3 times the price and you need protection and if you consider the global warming blah blah blah blah.
i like big navys to protect my land and kill the enemys. I normally play on continents. and i like to have an average size nation with lots of colonys (not real colonys) around the world for resources. My navy is normally...... 10 gallys by end of ancient era.
then by end of middle ages 10 gallons and if a need a few frigates for fighting. this is noramally when i leave my continet and go to look for others, i take my 10 gallons and a couple of frigates. fill my gallons up with consript riflemen (adventurers) and takeover conqure the first resources i find. and get me some slaves for back home when the railroad rush starts.

then industryial comes along and i explode. I bulid 1 ironcland for every 4 squares and make a wall around my cost. i think up grade these to destoryers. my main navy is broken up into fleets (at least 2 some times as many as 6) each fleet consisting of 5 battleships 5 cruisers(great boat) 1 transport of marines and 2 carriers full of fighters. one fleet can dominate any AI navy and then launch a invashion anywhere on the game,(i will have to call in my 10 transports and a exeprditionary force)

as far as subs go, sometimes i make about 10 to set out as wolf packs in case of a big war (pretty much a waste of time) if i wasnt scared of the sub bug i would use them more. Then i normally put one missle sub (with nuke) to each fleet plus 10 more siting in the centers of the worlds oceans awating my call to action.

Yes its a big navy but its fun and it controls the world

my army is normally 2 defesive units in each city. plus 20-60 offencisve citys as my exepentionary force incase of war. air force 1 fighter in everycity plus 20-40 bombers incase i need them. and no one can touch me. when time comes 10 - 30 ICBMS just in case (they never get used)
 
I HATE navies and only build them if I'm on a small island or if someone else is and I wanna meet 'em.
 
I build a galley or two early for communication purposes, but that's not really a navy.
I generally don't bother with them unless I'm on an archipelago. If I'm attacked from overseas in the late industrial to modern era, I find I can usually build enough bombers to take out the enemy ships. Before the arrival of transports, the A.I. rarely brings enough troops across on a galley to worry about. As a "peacemonger", I rarely attack overseas unless I'm on an archipelago world.

Oops. Vanilla civ3, not conquests. I think I used to build navy ships for defense, along Tomiko's line.
 
I found the dromon useful when playing the Byzantines but mostly just to contact AI civs. The bombardment is very useful at the start but fades once the AI gets stronger defenders. The bombardment value of navies is weak compared to the defense value of the units they will be against so they're more just for destroying improvements.

I just use mostly carriers and transports. Carriers w/ bombers can easily take care of the opposing navy and they have a much longer range so they're more useful to bring along. The bombers they carry have a stronger bombard and can affect more inland cities and tiles. They are also much safer at sea after you've bombed the AI's navy.

Mostly I just sneak my transports in and use the bombers on the carriers to bomb any ships that the transports see. Building a few other navy units for defending carriers and transports are good but you don't need that many. It's mostly so that the enemy doesn't kill any of your carriers or transports before your carriers can retaliate. Extra transports actually achieve almost the same thing except they can't protect carriers since they have a weaker defense value.
 
nice point magritte! There really isn't much point to buiding a huge navy early in the game. If the AI send over a FULL galley of troops, you should be able to deal with it. But, having said that, thi is also the most valuable time to have a large navy, because Galley's are used longer in the game than any other ship, it is the only way to transport troops early in the game, they are essential to exploration and, while you cant bombard with them (I never play as byzantines - maybe I should?), what else are you going to use to support your assault on enemy territory across the sea? They are essential to protecting your land!! And - OK you cant build on water and the sea can only be of limited value, BUT it makes up a large part of any map - If you control the seas - your enemy can't!!!!! SO I think people should take advantage of it, and before the invention of flight, a large navy is your only option.
 
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