Here are my thought on the current naval balancing:
Thanks.
(note that this applies to land combat as well but that should be a separate discussion):
I am fully aware of that, but I have to
fry one fish after the other.

Naval Combat was
pushed on top of the my todo list because fo the discussion about
"Integrating V's SubMod".
... has magnified the effect of combat strength (CS) differences.
And see again, here you diverge
100% with e.g.
@Mr. ZorG 
It is simply
not possible to make
everybody happy because everybody has a different
personal taste ...
@devolution : "Strong Units always win or at least get killed way too rarely!!!"
@Mr. ZorG : "Strong Units (like "European Line Infantery") should never be killed by weaker Units (like "Natives") !!!"
Oh boy, I just wished there would
at least sometimes be
a consense so I knew what I should balance or implement ...
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The introduction of the limited combat rounds feature has magnified the effect of combat strength (CS) differences.
Regarding "limited combat rounds":
We really had
massive discussions already in the past that Combat was too random.
That is why e.g. limited combat rounds (originally the idea is from
@Commander Bello) was implemented.
At first I was very very critical but then I played with it for a while and got used that
much more fights ended without one side death /
both sides damaged but still alive.
(It is not only an advantage for the "stronger Unit". It also helps the "weaker Unit" that was lucky and survived.)
And yes, this is an
advantage for
Human Player in
both cases !!!
But also again it is
simply that
more fights end
without death - usually both Units damaged but still alive.
- If the weaker Unit was lucky and still survived it can try to run away and heal. --> AI is simply too stupid to run away.
- If the stronger Unit was unlucky and got heavily damaged it can try to fortify and heal and attack again next time. (Becaus usually the weaker Unit is also heavily damaged) --> AI is simply too stupid to fortify and heal.
For a
Human this is
actually interesting and immersive, because not every battle end in one army being completely destroyed. (Often both armies withdraw to regroup after heavy damages.)
For
AI this is very bad because it is too stupid to either
run away and heal or to
fortify and heal and attack again.
Summary:
This was actually a
good gameplay change that
made many people happy in the end and
mostly ended the discussions about "extremen RNG".
But it definitely
increased the advantage that
Human Player has in Combat because AI already is
extremely bad strategically (getting the right Units) and
extremely bad tactically (acting accordingly in Combat situations).
We however
can not remove every interesting gameplay feature again after about 5 years that our players got used to it.
And as you see some Players like
@Mr. ZorG still complain about bad RNG
because they sometimes lose a battle against a weaker AI unit.
I will definitely
not remove the "limited combat rounds" again, since I still vividly remember
how many discussions we had about
"bad & unfair RNG" before. (already in TAC)
The
absolutely only solution I can imgaine is that we somehow
teach AI to use this change similar to the way a Human Player does. (see bullet points above)
I know that it is
extremely difficult to teach AI to be as smart
strategically and
tactically to compete with Human Player.

But again, we
could solve a lot of this by giving
AI hidden "easier rules" that a Human Player would never notice if we did not tell him ...
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Ships no longer heal, they have to be repaired. This will force the attacker to at least spend some resources (i.e. opportunity cost) on preserving his combat advantage. It should be possible to repair ships in Europe (or other ports) for a small fee in perhaps 1 turn?
Again, this is thinking again from an
AI perspective not necessarily from a
gameplay perspective.
And yes, from AI perspective
you are right,
but only if you
assume - which is in fact currently the case - that
the winner is usually the
Human Player.
So your solution currently is:
Let us make this
more tedious for
Human Player so he can not use his advantages of "having won" as efficiently anymore -
because AI can not do it either.
Because all this does is to have the Human Player
waste even more time to sail to a port or Europe and repair their
instead of just wasting the
turns to repair on the Ocean.
And I think you even already taught AI to sail to Europe or a friendly city to repair. Which makes absolute sense for AI.
But
why force the same behaviour on
Human Players that can act much smarter.
So again, yes it
would help AI, I agree. But I also fully see that
tediousness is not good for
gameplay.
(I can already hear the casual players screaming at me for having introduced such tediousness of having to sail to Europe or a friendly City all the time to repair.)
We can
not force AI logic rules (which make sense for AI) on Human Players
to prevent the Human Player from having
too many advantages.
It will simply not be fun for a Human Player to have to play by AI rules all the time because it will remove lots of interesting decisions and freedom of choice.
--------
Remove the ability to occasionally capture ships. This is simply too much of an advantage, not only do you win - you also get a free ship!
Again, you are
absolutely correct about this being an
advantage for Human Player because
he simply wins more often.
But that is not the problem of the "capturing of ships", which in itself is a fun an interesting feature that many many players cheered for, when I introduced it.
We are dangerously close to go
on a crusade to remove
several fun features simply because AI is not as smart in Combat and thus loses battles more often.
But we have to try to cure the
actual disease here instead:
AI needs to get smarter strategically and tactially in order to win more battles.
By the way:
- Capturing Ships happens only a small percentag the times you win if I remember correctly. (And the captured Ship is also heavily damaged.)
- In an equal battle of 2 equally strong sides this advantage levels out. (It is simply a small "Hey I got a cool reward" moment.)
- In e.g. the endfight of the battle of idependence the Fleet of the King is massively stronger than your own and this will not be an advantage anymore.
Summary:
Let us stop just thinking with these glasses on
- "AI is too stupid to compete against Human."
- "Thus we should remove every tiny feature that Human could use better."
If we do, we will end up with a totally boring and uninteresting game because absolutely every feature in the game can be used better by the Human.
We need to find
other solutions than "Let us strip this game of features to make it simple for AI.
Only these solutions will work:
- We achieve to make AI smarter. --> I know you work on this.

- We implement hidden / unnoticable easier AI rules / AI cheats. --> I accept that you do not like that but this alternative still exists.

--------
Strong ships will cost more to maintain / "upkeep"
Fully agree.
Considering "Upkeep":
As you know this feature is
accepted and
planned.
But as I said above, I can only
fry one fish after the other.
--------
Final word:
Seriously let us
please once and for all
stop this
"crusade of removing features ..." !
AI is not the only thing that counts. Diverse gameplay and interesting feaetures are just as important.
If we alway only think about
"Can AI handle this just as well as Human Player" I can
instantly stop my work as a feature designer.
(Because every complex and interesting feature I could make will always be easier for Human player to use than for AI.)
I
fully agree with you
considering AI problems of certain features but we need to find other solutions.

Thus
please also consider my point again to
additionally / temporarily also use this "solution":
- Giving AI hidden easier AI game rules and cheats that are so subtle that a Player would not notice if we would not tell him what we actually did.
