In my state of the mod, I mentioned some notes about Naval Combat:
The more lingering question is around Naval Warfare itself. Naval Warfare is a very different beast than ground warfare, the absence of movement control and terrain means that naval fights tend to be less of the "dance" of ground combat, and more of a massacre. Large fleets throw themselves at each other, and 5-6 ships a round can be lost. While the human with smart tactics will lose less than AIs, unlike ground combat its nigh impossible not to lose some ships. So attrition is a much bigger deal in naval conflict.
I don't have a problem with naval fights going differently, but it has led to an "all or nothing" mindset when it comes to navy. I play in two states right now: I either create a large powerful navy and try to project force on the water....or I never build a single naval ship (outside of exploration caravels), keep my cities inland...and just ignore the naval part of the game. Aka there is no middle ground.
Now of course the first major question is....is this a problem? Ultimately I don't think the issue is the end of the world, navies work in VP, its not "broken". But at least from my perspective, it is not ideal that navy is my focus in one game and completely ignored in the next. I would love to have a more middle ground.
G asked the question.... "could we simply increase naval health to make fights last longer?" I unfortunately don't think that is the answer, melee ships are already pretty tanky, it takes a good amount of ship hits to bring them down. But there are consequences to the way navy is set up that leads to the scenarios.
So first, lets breakdown what happens in current naval battles that explains some of the behaviors we see.
First, I'm going to list out what I believe are the major "categories" of naval engagement.
1) Open Water combat (both navies out in the open).
2) Combat with Land Support (navy battles are 2-4ish hexes from land, one side has the aid of their ranged land units, cities, and healing in friendly terrain).
3) City Siege (navy is now pressed against enemy cities, melee ships often 1 hex from city and right next to land).
4) Backstab (either due to surprise 2nd navy from opponent, or sudden war declaration from new opponent, your navy's backside is pressed by new forces).
In my next post I am going to dig into these categories and showcase how naval combats unfold.
Open Water Combat
When two navies combat each other, with neither side gaining protections from land, it comes down to the raw power of the two navies. This generally starts to happen at the Corvette phase, and comes to full bloom in the ironclad/destroyer phase. Here is generally what happens:
The Line Up
If the two sides engage, what you see is a line of melee ships form up against the opposing line (assuming the opponent was using actual formations and not scattered ships (aka competent tactics). If the opponent is not its a complete slaughter but not really worth discussing, that's just bad play and the AI's tactics are good enough that it knows how to use naval formations, so we will assume that in our discussion.
The ranged ships will press on the backside of the melee ships, pelting at the opponent's melee ships.
The Corner Crush
At some point in the fight, one navy will "wrap" one side of its melee line around the corner of the other. This creates a flanking multiplier, as you can often get 4 to even 5 ships around around the single corner ship, and then the crush begins. With the flanking multiplier achieved, the navy destroys the corner ship with "relative ease".
What happens next is a stark difference from land combat. In land combat, once forces are deployed to provide flanking, their limited movement combined with the terrain often limits how much support they can provide. But in naval combat its different.
The ships that provided flanks for the corner crush now move to the next ship in line, providing flanking again...and again....and again. The ships are destroyed down the line one after the other. Because of the speed of melee ships at this point in the game you can often destroy 4 ships in an instant.
The trick is unless you have land shapes around you there is no protection from this. No ship in the game is durable enough to withstand a corner crush, and so even with very good players, they will lose ships.
The Critical Falter
When both navies are relatively equal, they either both have the ability to corner crush each other, or with some land terrain they just line up and don't have the ability to crush, so you get more traditional "ground like" combat. But inevitably one side or the other gains the advantage as ships are lost and/or reinforcements arrive.
In ground combat, terrain allows a smaller force to keep a larger force at bay, as often the larger force simply can't promote all of its strength against the smaller force. But in naval combat, there is nothing to hold back a large navy....except the bodies of the opposing navy.
So inevitably the battle changes to a "critical point". One navy shrinks to a size where it can no longer inact effective corner crushes, it has gaps in its line allowing for mid line flanks, and no longer has the "bulk" to block the enemy navy from getting at its ranged ships. This navy is no longer a viable force, it is now dead meat.
What often follows is a massacre. The larger navy now gets a tremendous force multiplier against the smaller one, as it can crush while the opponent can not, and once it hits ranged ships it often requires a single ship attack with flanks to destroy them. Naval battles at this stage can generate tremendous losses, often resulting in the complete and utter destruction of the opponent's navy. Such "complete and total victories" are rarely seen in ground combat.
The Flacid Retreat
In naval combat, its imperative that one side retreats before its navy shrinks to this critical falter point. However, retreating in open water combat can be very difficult for a few reasons.
1) Boarding Party vs Dreadnought: While Dreadnought is imo the superior promotion from a combat standpoint, Dreadnought ships cannot retreat from BP ships. This is actually the reason I use BP ships as my main force. If my dreadnoughts cannot retreat from a larger navy (which on higher difficulties is the default until I have destroyed a lot of ships), then they are dead.
2) Slow Ranged Ships: While the melee ships can escape at full speed, the ranged ships cannot. So either your melee line withdraws at the speed of your ranged ships (which only works as a retreat if you are near land forms or friendly waters that can reinforce you, otherwise the enemy just reengages you), or you leave your ranged ships behind to get gobbled up.
Summary: Open Water combat allows for one navy to project its full force against the other, meaning that whoever has the larger navy generally wins. However, the openness of the terrain, and the difficulty of retreats often means that a larger navy will often do "significantly more damage" than the equivalent large ground combats generate, even managing to completely decimate the opposing force.
Combat with Land Support
In this model, a defending navy is fighting against an enemy, with the assumption being the enemy has a larger, stronger force (if the enemy does not this really isn't a fight, the defender just wins in that circumstance).
Unlike open water, the defender has several advantages they can use.
1) In combat healing: "Fortified" melee ships can heal in place, giving them more durability than normal.
2) City and Land reinforcement: Cities and ranged attackers can attack to soften up the enemy navy. This puts a bit of a "timer" on the combat, if the enemy cannot tell significant damage quickly the ranged bombardment will weaken it to the point where engagement is no longer viable.
3) Defensive land formations: Smart players will use land formations to reduce the amount of enemy attacks that can target a single ship.
Coastal Support
On your main continent, your coastal cities have a solid defender's advantage if properly prepared. It is hard work to defeat a navy protected in this way, and so often I see combat going WWI style, with a "no man's land" that both navies don't cross. Now the enemy can use this to snipe trade routes and often pillage water resources, but the danger of losing your navy like in open water combat is significantly smaller.
Island Support
With islands its a bit different. The cities and ranged units on islands are much more exposed than on the coast, and navies can maneuver around to limit the amount of ranged fire they take, while maximizing their own ranged fire to kill land units.
The real note here is around the land terrain. Sometimes islands come with lots of small land pockets around them that can be a strong defender's advantage. But often its just the island, and you get the equivalent of open water combat with a weak defender's advantage, and you maintain the risk of a "total defeat".
Summary: Defender's advantage in friendly waters is real, and can be a major boon to your navy. However, the advantage varies significantly based on the terrain, from full measure on a strong coast, to almost non-existent on a small island.
City Siege
Once we are at this step, the enemy navy is now pressing against the enemy city. Ideally the enemy has brought City Assault infantry that stays in the water and adds to the city attack (something the AI does not do well at this current stage), as well as ground forces that start to occupy the coast (something the AI is now quite good at doing).
Similar to the land support model, the amount of land terrain greatly influences the effectiveness of the defense. Further, the amount of water the city is connected to has a big impact.
1) 1 Water Tile: True inlet cities are very hard to take with pure navy if they are keeping up their appropriate defensive buildings, and if the defender has good skirmisher support may be impossible. Battleships and subs start to overcome this advantage in the late game but I generally find my city can hold with just a bit of land support for a long time, often not needing any naval help.
2) 2-3 Water Tiles: This is your typical "coastal settle", and its pretty hard to hold. Enemies can project force on your city very quickly, so you must have a very strong land defense to stop them, or you must counter with your navy.
3) 4+ water tiles: Island cities....which are toast. Defensive buildings can delay the enemy, but cannot stop them. You must have bring a counter navy or the city will simply fall.
The consequence of this creates a somewhat binary scenario:
a) A player that settles their cities in limited but defensive positions often doesn't need a navy to defend them. This removes the need for defensive navies but often removes large amounts of potential "good" city sites.
You could argue the same happens in ground combat. My counter would be the prevalence of islands on many maps that are "untenable" to take due to this issue.
b) A player that settles in more open cities (especially islands) must invest in a large navy if you hope to protect their property, as they now have significantly weaker defender's advantage, and risks the open water "total destruction" concern.
Summary: City Sieging is majorly impacted by the "exposure" of the city to the water, and can range from a nigh impenetrable city to a city that cannot mount any effective defense. This hugely changes the amount of naval investment to mount an effective defense.
Backstab
This is a scenario that is rarely "intended" but does happen a fair amount. Often you are engaging the enemy, perhaps in a city siege scenario. Then suddenly the enemy shows up with a new fresh navy (something the high level AI is adept at doing), or you get a new war declaration from a new enemy, who comes with their own fresh full navy.
In ground combat, things are often "linear". You press out from your cities against the enemy, or retreat towards your cities. Even in coastal assaults, you press into the city, or back to your navy.
So when you are backstabbed on the ground, you still often have a clear retreat path back to your territory if needed, and that path is rarely blocked. For the enemy to cut you off now exposes them to your city attacks and reinforcements. It does happen, but in my experience its rarer. In the scenario when an enemy is attacking you from a new direction (perhaps a far away city), your defenses and terrain can often greatly slow down the enemy. Though they may not be able to hold, they can hold out long enough for fresh land troops to arrive. Later eras make this even easier with first roads, then rails, and eventually airports for quicker travel and reinforcement.
Backstabs on water are much more deadly. If you are attacking an enemy and you get backstabbed with a new enemy, sometimes your retreat path is not fully clear and doesn't directly lead back to friendly territory. Since formation is so important in naval battles, you often cannot form melee lines to protect from all sides, and so your ranged side gets crushed. Having to deal with 2 navies just magnifies the corner crush scenario, and can very quickly lead to annihilation. Retreating from 1 enemy is hard enough, but sometimes it is completely impossible to retreat from 2 different fleets.
Further, because of the City Siege issues noted above, some cities do not last long against an aggressive navy. Even if you had the proper navy to defend, if that navy is tied up with an enemy....or has already been beaten up in recent fights, it may not be available or strong enough to defend. In those scenarios exposed coastal cities can fall quickly.
Ultimately this leads into more binary scenarios. In order to project naval force, you have to REALLY have the numbers, both to stand up against a singular force, but often to defend territory and deal with multiple navies at once.
Summary: Backstabs magnify some of the existing naval concerns. The ability to get overwhelmed and destroyed by an enemy navy, as well concerns about coastal defense are magnified when you consider 2 or 3 enemy navies instead of 1. While on ground, limited territory reduces your exposure to multiple enemies, open water allows for many enemies to combine force against you.
Ok so that long post summarizes the scenarios. Working through them I have some thoughts on what are the keys to adjusting naval combat and some ideas on answers. We will look at those in the next post.
The more lingering question is around Naval Warfare itself. Naval Warfare is a very different beast than ground warfare, the absence of movement control and terrain means that naval fights tend to be less of the "dance" of ground combat, and more of a massacre. Large fleets throw themselves at each other, and 5-6 ships a round can be lost. While the human with smart tactics will lose less than AIs, unlike ground combat its nigh impossible not to lose some ships. So attrition is a much bigger deal in naval conflict.
I don't have a problem with naval fights going differently, but it has led to an "all or nothing" mindset when it comes to navy. I play in two states right now: I either create a large powerful navy and try to project force on the water....or I never build a single naval ship (outside of exploration caravels), keep my cities inland...and just ignore the naval part of the game. Aka there is no middle ground.
Now of course the first major question is....is this a problem? Ultimately I don't think the issue is the end of the world, navies work in VP, its not "broken". But at least from my perspective, it is not ideal that navy is my focus in one game and completely ignored in the next. I would love to have a more middle ground.
G asked the question.... "could we simply increase naval health to make fights last longer?" I unfortunately don't think that is the answer, melee ships are already pretty tanky, it takes a good amount of ship hits to bring them down. But there are consequences to the way navy is set up that leads to the scenarios.
So first, lets breakdown what happens in current naval battles that explains some of the behaviors we see.
First, I'm going to list out what I believe are the major "categories" of naval engagement.
1) Open Water combat (both navies out in the open).
2) Combat with Land Support (navy battles are 2-4ish hexes from land, one side has the aid of their ranged land units, cities, and healing in friendly terrain).
3) City Siege (navy is now pressed against enemy cities, melee ships often 1 hex from city and right next to land).
4) Backstab (either due to surprise 2nd navy from opponent, or sudden war declaration from new opponent, your navy's backside is pressed by new forces).
In my next post I am going to dig into these categories and showcase how naval combats unfold.
Open Water Combat
Spoiler :
When two navies combat each other, with neither side gaining protections from land, it comes down to the raw power of the two navies. This generally starts to happen at the Corvette phase, and comes to full bloom in the ironclad/destroyer phase. Here is generally what happens:
The Line Up
If the two sides engage, what you see is a line of melee ships form up against the opposing line (assuming the opponent was using actual formations and not scattered ships (aka competent tactics). If the opponent is not its a complete slaughter but not really worth discussing, that's just bad play and the AI's tactics are good enough that it knows how to use naval formations, so we will assume that in our discussion.
The ranged ships will press on the backside of the melee ships, pelting at the opponent's melee ships.
The Corner Crush
At some point in the fight, one navy will "wrap" one side of its melee line around the corner of the other. This creates a flanking multiplier, as you can often get 4 to even 5 ships around around the single corner ship, and then the crush begins. With the flanking multiplier achieved, the navy destroys the corner ship with "relative ease".
What happens next is a stark difference from land combat. In land combat, once forces are deployed to provide flanking, their limited movement combined with the terrain often limits how much support they can provide. But in naval combat its different.
The ships that provided flanks for the corner crush now move to the next ship in line, providing flanking again...and again....and again. The ships are destroyed down the line one after the other. Because of the speed of melee ships at this point in the game you can often destroy 4 ships in an instant.
The trick is unless you have land shapes around you there is no protection from this. No ship in the game is durable enough to withstand a corner crush, and so even with very good players, they will lose ships.
The Critical Falter
When both navies are relatively equal, they either both have the ability to corner crush each other, or with some land terrain they just line up and don't have the ability to crush, so you get more traditional "ground like" combat. But inevitably one side or the other gains the advantage as ships are lost and/or reinforcements arrive.
In ground combat, terrain allows a smaller force to keep a larger force at bay, as often the larger force simply can't promote all of its strength against the smaller force. But in naval combat, there is nothing to hold back a large navy....except the bodies of the opposing navy.
So inevitably the battle changes to a "critical point". One navy shrinks to a size where it can no longer inact effective corner crushes, it has gaps in its line allowing for mid line flanks, and no longer has the "bulk" to block the enemy navy from getting at its ranged ships. This navy is no longer a viable force, it is now dead meat.
What often follows is a massacre. The larger navy now gets a tremendous force multiplier against the smaller one, as it can crush while the opponent can not, and once it hits ranged ships it often requires a single ship attack with flanks to destroy them. Naval battles at this stage can generate tremendous losses, often resulting in the complete and utter destruction of the opponent's navy. Such "complete and total victories" are rarely seen in ground combat.
The Flacid Retreat
In naval combat, its imperative that one side retreats before its navy shrinks to this critical falter point. However, retreating in open water combat can be very difficult for a few reasons.
1) Boarding Party vs Dreadnought: While Dreadnought is imo the superior promotion from a combat standpoint, Dreadnought ships cannot retreat from BP ships. This is actually the reason I use BP ships as my main force. If my dreadnoughts cannot retreat from a larger navy (which on higher difficulties is the default until I have destroyed a lot of ships), then they are dead.
2) Slow Ranged Ships: While the melee ships can escape at full speed, the ranged ships cannot. So either your melee line withdraws at the speed of your ranged ships (which only works as a retreat if you are near land forms or friendly waters that can reinforce you, otherwise the enemy just reengages you), or you leave your ranged ships behind to get gobbled up.
Summary: Open Water combat allows for one navy to project its full force against the other, meaning that whoever has the larger navy generally wins. However, the openness of the terrain, and the difficulty of retreats often means that a larger navy will often do "significantly more damage" than the equivalent large ground combats generate, even managing to completely decimate the opposing force.
Combat with Land Support
Spoiler :
In this model, a defending navy is fighting against an enemy, with the assumption being the enemy has a larger, stronger force (if the enemy does not this really isn't a fight, the defender just wins in that circumstance).
Unlike open water, the defender has several advantages they can use.
1) In combat healing: "Fortified" melee ships can heal in place, giving them more durability than normal.
2) City and Land reinforcement: Cities and ranged attackers can attack to soften up the enemy navy. This puts a bit of a "timer" on the combat, if the enemy cannot tell significant damage quickly the ranged bombardment will weaken it to the point where engagement is no longer viable.
3) Defensive land formations: Smart players will use land formations to reduce the amount of enemy attacks that can target a single ship.
Coastal Support
On your main continent, your coastal cities have a solid defender's advantage if properly prepared. It is hard work to defeat a navy protected in this way, and so often I see combat going WWI style, with a "no man's land" that both navies don't cross. Now the enemy can use this to snipe trade routes and often pillage water resources, but the danger of losing your navy like in open water combat is significantly smaller.
Island Support
With islands its a bit different. The cities and ranged units on islands are much more exposed than on the coast, and navies can maneuver around to limit the amount of ranged fire they take, while maximizing their own ranged fire to kill land units.
The real note here is around the land terrain. Sometimes islands come with lots of small land pockets around them that can be a strong defender's advantage. But often its just the island, and you get the equivalent of open water combat with a weak defender's advantage, and you maintain the risk of a "total defeat".
Summary: Defender's advantage in friendly waters is real, and can be a major boon to your navy. However, the advantage varies significantly based on the terrain, from full measure on a strong coast, to almost non-existent on a small island.
City Siege
Spoiler :
Once we are at this step, the enemy navy is now pressing against the enemy city. Ideally the enemy has brought City Assault infantry that stays in the water and adds to the city attack (something the AI does not do well at this current stage), as well as ground forces that start to occupy the coast (something the AI is now quite good at doing).
Similar to the land support model, the amount of land terrain greatly influences the effectiveness of the defense. Further, the amount of water the city is connected to has a big impact.
1) 1 Water Tile: True inlet cities are very hard to take with pure navy if they are keeping up their appropriate defensive buildings, and if the defender has good skirmisher support may be impossible. Battleships and subs start to overcome this advantage in the late game but I generally find my city can hold with just a bit of land support for a long time, often not needing any naval help.
2) 2-3 Water Tiles: This is your typical "coastal settle", and its pretty hard to hold. Enemies can project force on your city very quickly, so you must have a very strong land defense to stop them, or you must counter with your navy.
3) 4+ water tiles: Island cities....which are toast. Defensive buildings can delay the enemy, but cannot stop them. You must have bring a counter navy or the city will simply fall.
The consequence of this creates a somewhat binary scenario:
a) A player that settles their cities in limited but defensive positions often doesn't need a navy to defend them. This removes the need for defensive navies but often removes large amounts of potential "good" city sites.
You could argue the same happens in ground combat. My counter would be the prevalence of islands on many maps that are "untenable" to take due to this issue.
b) A player that settles in more open cities (especially islands) must invest in a large navy if you hope to protect their property, as they now have significantly weaker defender's advantage, and risks the open water "total destruction" concern.
Summary: City Sieging is majorly impacted by the "exposure" of the city to the water, and can range from a nigh impenetrable city to a city that cannot mount any effective defense. This hugely changes the amount of naval investment to mount an effective defense.
Backstab
Spoiler :
This is a scenario that is rarely "intended" but does happen a fair amount. Often you are engaging the enemy, perhaps in a city siege scenario. Then suddenly the enemy shows up with a new fresh navy (something the high level AI is adept at doing), or you get a new war declaration from a new enemy, who comes with their own fresh full navy.
In ground combat, things are often "linear". You press out from your cities against the enemy, or retreat towards your cities. Even in coastal assaults, you press into the city, or back to your navy.
So when you are backstabbed on the ground, you still often have a clear retreat path back to your territory if needed, and that path is rarely blocked. For the enemy to cut you off now exposes them to your city attacks and reinforcements. It does happen, but in my experience its rarer. In the scenario when an enemy is attacking you from a new direction (perhaps a far away city), your defenses and terrain can often greatly slow down the enemy. Though they may not be able to hold, they can hold out long enough for fresh land troops to arrive. Later eras make this even easier with first roads, then rails, and eventually airports for quicker travel and reinforcement.
Backstabs on water are much more deadly. If you are attacking an enemy and you get backstabbed with a new enemy, sometimes your retreat path is not fully clear and doesn't directly lead back to friendly territory. Since formation is so important in naval battles, you often cannot form melee lines to protect from all sides, and so your ranged side gets crushed. Having to deal with 2 navies just magnifies the corner crush scenario, and can very quickly lead to annihilation. Retreating from 1 enemy is hard enough, but sometimes it is completely impossible to retreat from 2 different fleets.
Further, because of the City Siege issues noted above, some cities do not last long against an aggressive navy. Even if you had the proper navy to defend, if that navy is tied up with an enemy....or has already been beaten up in recent fights, it may not be available or strong enough to defend. In those scenarios exposed coastal cities can fall quickly.
Ultimately this leads into more binary scenarios. In order to project naval force, you have to REALLY have the numbers, both to stand up against a singular force, but often to defend territory and deal with multiple navies at once.
Summary: Backstabs magnify some of the existing naval concerns. The ability to get overwhelmed and destroyed by an enemy navy, as well concerns about coastal defense are magnified when you consider 2 or 3 enemy navies instead of 1. While on ground, limited territory reduces your exposure to multiple enemies, open water allows for many enemies to combine force against you.
Ok so that long post summarizes the scenarios. Working through them I have some thoughts on what are the keys to adjusting naval combat and some ideas on answers. We will look at those in the next post.
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