So in general, I find the Galleass to underperform in pretty much every scenario I use them in. And it comes down to the simple fact that you have a ship that cannot move into deep water vs a ship that can (caravel). Its basically playing checkers vs chess, the caravel's maneuverability is so much greater than the Galleass, and can focus damage so much more easily with that maneuverability, that the Galleass has no chance to compete.
Its stats are decent enough, but without a deep water option I don't think the Galleass can ever truly shine.
So the obvious thought would be to just give it deep water, but then the caravel loses its important niche as the premier world exploring and scouting vessel. Ideally we would want to keep that. So I propose a few key changes to try and get the cake and eat it too.
So effectively we are shifting the unit into a slower frigate, instead of a faster dromon. In doing so, we ensure that the caravel remains the superior scout and exploration ship (especially with navigation promotions). But we give the Galleass the ability to go where the caravel goes, and fight it on the same ground.
Its stats are decent enough, but without a deep water option I don't think the Galleass can ever truly shine.
So the obvious thought would be to just give it deep water, but then the caravel loses its important niche as the premier world exploring and scouting vessel. Ideally we would want to keep that. So I propose a few key changes to try and get the cake and eat it too.
- Speed drops from 4 to 3.
- Gain Deep Ocean travel
- Remove move after attack, gain range 2.
So effectively we are shifting the unit into a slower frigate, instead of a faster dromon. In doing so, we ensure that the caravel remains the superior scout and exploration ship (especially with navigation promotions). But we give the Galleass the ability to go where the caravel goes, and fight it on the same ground.