Now that we have ENW integrated, we can finally talk about submarine promotions.
Submarines were only available in late Atomic before, on the same tech as Atomic Bomb and later than Guided Missiles, making them incredibly underused. With the shift to late Modern instead, more players can start using them and know what they do and how they perform. So I think it's time to bring out the balance.
Current stats:
Submarine 40
55
4
2 Sight
Attack Submarine 50
65
5
2 Sight
Nuclear Submarine 60
75
6
3 Sight
Current free promotions:
It has one unique stem line, one copied from Naval Melee (and maimed), and one copied from Naval Ranged.
Problems:
Submarine 40
60
4
2 Sight
Attack Submarine 50
72
5
2 Sight
Nuclear Submarine 60
85
6
3 Sight
Proposed free promotions
Wolfpack I, II, III - renamed to Torpedo I, II, III: +30%
Combat Strength when attacking Units.
This and Silent Hunter use the UnitPromotions_Domains table like Targeting, so doesn't work on Cities.
Extra +1 Sight, +1 Move and Withdraw are all moved elsewhere.
Press Gangs - renamed to Commerce Raider: Pillaging costs no
Movement and fully heals this Unit.
This is the same promotion as the one on Naval Melee. Pillaging fits Submarine as the Skirmisher of the Sea.
Hunter Killer: +50%
Combat Strength VS Submarines. Can see Submarines.
Pick this if you want it to be a dedicated submarine hunter, instead of using a melee ship for this role. Putting it on a Nuclear Submarine has the plus side of having +1 base sight.
Wolfpack: +30%
Combat Strength per Adjacent Friendly Submarine when attacking.
Similar to Encirclement, stronger but requires adjacent submarines rather than any ship.
Periscope Depth: +40%
Combat Strength when defending against all Ranged Attacks. Withdraw from the first Melee Attack each turn if possible.
This is the defensive promotion. Normally you won't want one on submarines, but there may be one time when you want your heavily promoted submarine to survive. The withdraw is moved here.
Predator: Heal 15 HP after defeating an Enemy Unit. Ignore Zone of Control.
Good at picking off low HP ships that hide behind enemy units.
Navigator I, II: same as the Naval Melee version
+1 Sight and +1 Move are moved here.
Supply: can heal anywhere, +5 more HP when healing
Every ship has this.
Infiltrators: +15%
Combat Strength Outside Friendly Territory. +15%
Combat Strength when attacking Wounded Units. +10%
Combat Strength if not adjacent to any Friendly Unit.
The counterpart of Wolfpack. Pick this for your lone wolf submarines.
Indomitable: +25%
Combat Strength when defending. Immune to the Boarded effect from Naval Melee Units.
This makes your submarine survive a melee attack and have a chance to still run, if for some reason you think one withdraw isn't enough.
Need sponsor for new promotion icons. If there's none, I'll have to use the extra icons from the Promotion Icons mod (already in VP), which may not be as fitting.
Complex Proposal: Database + Artwork Changes
Submarines were only available in late Atomic before, on the same tech as Atomic Bomb and later than Guided Missiles, making them incredibly underused. With the shift to late Modern instead, more players can start using them and know what they do and how they perform. So I think it's time to bring out the balance.
Current stats:
Submarine 40



Attack Submarine 50



Nuclear Submarine 60



Current free promotions:
- Bonus when Attacking (75)
- Major Penalty Attacking Cities (75)
- Is Invisible (Submarine)
- Can See Submarines
- May Enter Ice Tiles
Code:
Hull I ─────────► Hull II ─────────────► Hull III ──────► Blockade
Wolfpack I ─────► Wolfpack II ─┬─────┬─► Wolfpack III ───┐
│ │ │
│ └────┐ │
│ │ │
┌────────────────┴─► Sentry ├─► Mobility ├──► Indomitable ───► Logistics
│ │ │ Supply
│ ┌─────┘ │
│ │ │
Targeting I ──┴─► Targeting II ─────┴──► Targeting III ──┘
It has one unique stem line, one copied from Naval Melee (and maimed), and one copied from Naval Ranged.
Problems:
- Wolfpack outclasses Targeting, so there's no reason to pick the latter.
- The Hull line leads nowhere and doesn't fit with the unit line's role (sneaky ship killer).
- Sentry and Mobility suck in general as pickable promotions. Naval Melee has Navigator that does both in one promotion. Wolfpack I and II also do the same thing respectively, with a +30% attack added on top.
- Logistics on Naval Ranged is considered so overpowered that it had to be moved to the unprecedented T5. Here it's on a unit that can still move after shooting twice.
- The recent change to the Withdraw mechanic gives Wolfpack III a guaranteed withdraw once every turn. It was already hard to chase the invisible unit, and now melee ships need one more move towards enemy base to pin it down.
- Submarines have base 0% bonus against Cities, but the Wolfpack line gives them an extra +90%. They may not be better than Bombardment ships, but more of them can attack on the same turn with move after attacking. Submarines aren't supposed to be good city takers.
- They can see other submarines by default, which makes picking the promotion on Naval Melee pointless.
- Their base stats are low and completely rely on bonus attack combat strength from promotions, making them glass cannons as designed. However, this also dwarfs the impact of pickable promotions - 30% attack is really ~17% if you factor in the innate +75% attack. Not that big of a problem, but could use a slight tweak.
Submarine 40



Attack Submarine 50



Nuclear Submarine 60



Proposed free promotions
- Bonus when Attacking (75) - renamed to Silent Hunter: +50%
Combat Strength when attacking Units.
- Major Penalty Attacking Cities (75)
- Is Invisible (Submarine)
- May Enter Ice Tiles
Code:
┌───► Commerce Raider
│
├───► Hunter Killer
│
├───► Wolfpack ┌───► Indomitable
│ │
Torpedo I ──┬──► Torpedo II ─┴───► Torpedo III ──┼───► Predator
│ │
├──► Supply ├───► Infiltrators
│ │
└──► Navigator I ───► Navigator II └───► Periscope Depth
Wolfpack I, II, III - renamed to Torpedo I, II, III: +30%

This and Silent Hunter use the UnitPromotions_Domains table like Targeting, so doesn't work on Cities.
Extra +1 Sight, +1 Move and Withdraw are all moved elsewhere.
Press Gangs - renamed to Commerce Raider: Pillaging costs no

This is the same promotion as the one on Naval Melee. Pillaging fits Submarine as the Skirmisher of the Sea.
Hunter Killer: +50%

Pick this if you want it to be a dedicated submarine hunter, instead of using a melee ship for this role. Putting it on a Nuclear Submarine has the plus side of having +1 base sight.
Wolfpack: +30%

Similar to Encirclement, stronger but requires adjacent submarines rather than any ship.
Periscope Depth: +40%

This is the defensive promotion. Normally you won't want one on submarines, but there may be one time when you want your heavily promoted submarine to survive. The withdraw is moved here.
Predator: Heal 15 HP after defeating an Enemy Unit. Ignore Zone of Control.
Good at picking off low HP ships that hide behind enemy units.
Navigator I, II: same as the Naval Melee version
+1 Sight and +1 Move are moved here.
Supply: can heal anywhere, +5 more HP when healing
Every ship has this.
Infiltrators: +15%



The counterpart of Wolfpack. Pick this for your lone wolf submarines.
Indomitable: +25%

This makes your submarine survive a melee attack and have a chance to still run, if for some reason you think one withdraw isn't enough.
Need sponsor for new promotion icons. If there's none, I'll have to use the extra icons from the Promotion Icons mod (already in VP), which may not be as fitting.
Complex Proposal: Database + Artwork Changes
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