I have noticed in the past that you don't have to kill the king's ships to win. I started writing a primitive strategy guide for the mod.
Right, you don't have to kill the ships. Hold up on the Strat Guide, Medieval: Conquests 2.0 is uploading now, about an hour left. Here's a preview of new features:
New Features:
Pope's Censures- If you anger the Pope he will Invoke Censures that penalize your realm. No more Tea Parties!
New Trade Point System- As you buy and sell goods you receive Trade Points. Trade Points unlock new features and Trade Routes where you can trade your goods. Open Borders is now Trade Relations... they give you Trade Points each turn. At the start of the game, units can not travel to any Trade Screen Market. You have to unlock them with Trade Points. Trade Points are earned from building Roads, Trading Posts, Markets, and Warehouses. Also, from making Trade Relations pacts with other Civs. The first Trade Screen Market you unlock is the Spice Route, a sea route. Different markets have different prices as well.
Edit: I through these SS together pretty quick, not the best
Alliances- Form Alliances with the Barbarians in the form of Vassals. You can make Vassal demands every so many turns.
New Commands:
Hire Guides- Peddlers and None Combat units can hire a guide at a barbarian village. These guides will protect the unit from Animal attacks and Bandits, they give the No Bad Goodies bonus and a movement increase of 1. It cost 10 gold per turn to employ a guide.
Establish Trading Posts- You can use your Peddlers to set up trading posts at Barbarian villages. These generate Trade Points each turn and also city icons appear telling you what valuable goods are in the village
Collect Taxes- Once you have an Alliance or Vassal your units can have the Tax collector Profession. Move the unit to the Vassal city and start collecting Taxes! The higher the population in the village the higher the more taxes you collect.
Edit: I am editing this as I think of new things in the game. It's a lot!