V3:
--In general I too share the fear that +25 HP is too high. But I'm willing to test it at that value.
Reinforcement I +10% CS. +25 HP.
Cover I
Cover II
Reinforcement II +10% CS. +25 HP.
Naval Siege - +50% city damage, can heal in non-friendly territory
Breacher - +10% Defense per adjacent enemy naval unit, 10 AOE damage on kill.
--I'm not going to argue too strongly on this one, I just genuinely don't know what niche or historical factor this is supposed to model. With siege weapons, splash damage made lots of sense. With melee ships, not sure what the point is. I don't think it will be OP from initial look.
Press Gangs - Pillage without move - pillaging fully heals unit
--When I read V2 I had a similar thought, but I think this is just way too strong in this line which is why I didn't suggest it. A 175 HP ship with Dauntless is already super hard to kill. But now it can suddenly heal 160 damage again and again from a few fishing areas. That is super strong. I still like the idea of folding this into Piracy and dropping the melee withdraw, but either way I think its better on the boarding party side.
Reinforcement III +10% CS. +25 HP.
Blockade - steal 100% of damage as gold versus cities - 50% defense against ranged attacks
--This one feels more suited to Boarding Party since we are fitting it with the "pirate" theme.
Vanguard - 100% CS versus cities, damage from cities -50%
Dauntless - Damage -5; CS +10 HP healed per turn when healing.
--Wow, this one is so strong. In human hands, in your own lands (so you can heal), I honestly don't know if this unit will ever die. I think the last version was fine just needed to be Tier IV.
Boarding Party I +10% CS. +10% CS versus units below 50% hit points.
Naval Sentry I - +1 move/sight
Naval Sentry II - +1 move/sight
Boarding Party II +10% CS. +15% CS versus units below 50% hit points.
Encirclement - +10% Attack per adjacent friendly naval unit. +10 HP when you defeat an enemy.
--Similar to Breacher, I'm not sure what this one is trying to accomplish per say. Its a strong promotion, stronger than BP III in most cases. But I still see the Reinforcement line as the main combat line anyway.
Piracy - 20% to withdraw from melee - 100% CS gained as gold on kills.
--Though I like the idea of merging this with press gangs, I will say that melee withdraw is a good mechanic to put into this line imo.
Medic I
Medic II
Boarding Party III +10% CS. +20% CS versus units below 50% hit points
Pincer - Ignore ZOC, 50% flank bonus
Blitz
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