Its been a while, so I thought it was a good time to do a comprehensive look at naval promotions with the latest version. I'll use a simple rating system for summary.
A - Frequently used promotion
B - Infrequently used, very niche.
C - Almost never used, "garbage" promotion.
Melee Dreadnought Promotions
Line Overall (B) - Even though its my favorite line of naval promotions overall, vulnerability to Boarded is an unacceptable risk in competitive naval combat (see my notes on BP II below). As such, I only get these promotions when I feel very safe with my navy.
Naval Siege (A) - Good solid promotion that does what you need, while you get it for the city killing, honestly the heal outside of territory is very useful for extended sieges.
Breacher (A) - One of my "work horse" promotions on the Dreadnought side. In naval combat, you tend to get a lot of kills very quickly (or take a lot of kills quickly). This both firms you up and lets you escalate your kill streak with a good amount of splash damage.
Press Gangs (A) - The secret to press gangs is to only use it on 1, maybe 2 ships. In that scenario, it is a BEAST! These ships are my spears, they are always the first in, attacking ships, attacking cities. Their ability to regenerate through pillages makes them incredibly tanky, especially once they get to things like Dauntless.
Blockade (C) - The bonus on Blockade seems nice, but there are so many other good promotions in the Dreadnought line. The general reduction with Dauntless is preferred over the ranged specific defense bonus, and the gold steal is just fluff at the times in the game you are really using this.
Vanguard (B) - This is the ultimate in dreadnought city taking promotions, but its a lot harder to get to than Naval Siege and also competes with Dauntless. I find I only use it in niche scenarios where I get the promotion and have a key city I need to take and don't have an enemy fleet to kill....vs naval siege where I can build ships out of the gate designed for city hitting if I need that. Nothing wrong with this promotion, I just find circumstances make it weaker than it might appear on paper.
Dauntless (A) - The only reason I don't get this all the time is because of how good other Dreadnought promotions are. Simply amazing.
Melee Boarding Party Promotions
Line Overall (A) - Because of BP II, I take this line the most. Its not that I "want" to, I "have" to for that much needed protection.
Boarding Party II (A+++) - I specifically called this promotion out because I actually consider it the strongest naval promotion in the game. Even though in general I like the Dreadnought line more than Boarding Party, in competitive games I normally go the BP line because of this promotion. Immunity to boarding for melee ships is critical in real naval combat. There are so many times that the AI will sneak in and broadside me with a new death fleet, and if I don't have the ability to run away....I die. There is nothing in the game that can replace that...and so I actually use BP more than anything, just to get BP II.
Navigator I-II (A) - The perfect niche promotions that do exactly what you need them to do. During the Caravel "explore" phase, I will normally use these promotions for faster aid. During late game wars, its vital to have one "scout" ship with these promotions to watch for enemy fleets. And on occasion, I have used them with newly built ships that have a long way to go, as having a weaker ships 3 turns earlier is more important than a stronger but later one.
Medic (A) - I generally want 1 medic ship in my fleet, as it can make a big difference in recovery time.
Encirclement (A) - The "workhorse" promotion for the BP line, I find myself using it more and more as time goes in. Its quite easy to get 3 or even 4 of your buddies surrounding you when your attacking enemy ships, so this is the strongest attack naval promotion.
Piracy (C) - Every so often I will make a pirate ship as a closer, just to get the gold, but its normally for the fun of it than for any real combat purpose. The withdraw is nice but not something I rely on, compared to straight up more CS from BP II, or raw power from Encirclement.
Minelayer (X) - Honestly I can't remember the last time I took Minelayer, and so I'm curious what the community thinks. I feel that in theory this should be THE go to promotion for the AI, as again if they prevent me from running away I'm toast. But for the human, its a 25% CS swing compared to getting BP III, and normally the AI isn't running from me enough to warrant it.
Supply (C) - In theory this is an emergency "I HAVE to heal" type of promotion, but if I'm in that kind of crunch I will often just get Dreadnought I to give me some emergency hp and some actual CS. There just way better things to spend my XP on.
Blitz (A) - Honestly the ability to attack twice isn't that great, melee ships really have to conserve their HP, as they are your sole source of enemy crowd control. However, the ability to hit a target and then move back is a GODSEND. This is actually the best city attack promotion overall. What you say....not naval siege, not vanguard?
Its true you can't beat those promotions for raw damage, but honestly its not the city that is hurting my sieging ships, its the 2 fields guns in the back, and the Calvary that rain fire down on me. That's what often snipes a melee ship. So the ability to make an attack and then move back saves you so much more HP than the other promotions. Or, you can use it to allow other ships to come in and hit the same target, so your actually doing more damage overall.
Pincer (B) - I say its a B just for that once in a while time when negating ZOC is good. But realistically, Encirclement is a better "flanking" promotion in general, and blitz is just flat out better in many situations, or heck even just taking Dreadnought I gives me a nice CS boost and more HP. So its a low B at best.
Ranged General Promotions (aka that exist on both trees, as there are a lot of them).
Sentry (D) - Yes a D. This means not only do I never use this, I actually feel sorry that the AI may sometimes fall into the trap of actually picking this promotion over something that has value. I'll be blunt, this promotion should not exist. Vision is a melee ship game, a Nav I melee ship has better vision and way better mobility than a sentry ranged ship.
If you want scouts, build melee ships...its that simple.
Mobility (C) - Movement is nice, but that's not what ranged ships are for. Sacrificing your offense and defense for a little more movement is not worth it.
Supply (C) - Ranged ships should be taking less fire than melee ships anyway, and again I wouldn't sacrifice offense or defense for this.
Logistics (A) - The crème de la crème of naval ranged promotions, the greatest force multiplier for a ranged unit. The fact that its Tier 5 now just makes it "always solid" instead of "omg give it to me now!"
Ranged Targeting Promotions
Line Overall (A) - Still the workhorse line for ranged ships, just solid.
Indomitable (A) - Used to be a B, but now as a gateway to Logistics its seeing a lot more use, and its a good promotion overall.
Splash (A) - Also used to be a B, as logistics was generally the more tempting target. Now I find that I get splash on later ranged units that I don't think have the time to get to logistics, as its still a decent force multiplier in large naval battles which are quite common in the late game.
I think it would be interesting to try Splash as a Tier III promotion instead of IV, just to see how that dynamic shakes out.
Ranged Bombardment Promotions
Line Overall (B) - This used to be a C, but with the logistics inclusion this line is a lot more appealing. Ultimately, city attacks are still much more niche than killing enemy ships and land units, that's where the bulk of naval ranged attacks go. So this line could never really be an A in that context. But this line now does its job well, and once I have secured everything else and just need a ship to come in and wreck cities, this line does its job.
Broadside (A) - Its often been a question before as to whether a Broadside ship was really doing more city damage than a Logistics Targeting. But now that this is also a gateway to logistics, there is no more debate, this is now the best line there is for dealing raw damage to a city.
Shrapnel Rounds (B) - Though I only give it a B, this is one of my favorite promotions design wise. Sometimes when your making a city killing ship, you realize that the land forces are too great, and that becomes your main focus. SR gives you such a strong a bonus against land units that it makes the transition away from your "role" worthwhile, so I appreciate the flexibility that this promotion offers.
A - Frequently used promotion
B - Infrequently used, very niche.
C - Almost never used, "garbage" promotion.
Melee Dreadnought Promotions
Spoiler :
Line Overall (B) - Even though its my favorite line of naval promotions overall, vulnerability to Boarded is an unacceptable risk in competitive naval combat (see my notes on BP II below). As such, I only get these promotions when I feel very safe with my navy.
Naval Siege (A) - Good solid promotion that does what you need, while you get it for the city killing, honestly the heal outside of territory is very useful for extended sieges.
Breacher (A) - One of my "work horse" promotions on the Dreadnought side. In naval combat, you tend to get a lot of kills very quickly (or take a lot of kills quickly). This both firms you up and lets you escalate your kill streak with a good amount of splash damage.
Press Gangs (A) - The secret to press gangs is to only use it on 1, maybe 2 ships. In that scenario, it is a BEAST! These ships are my spears, they are always the first in, attacking ships, attacking cities. Their ability to regenerate through pillages makes them incredibly tanky, especially once they get to things like Dauntless.
Blockade (C) - The bonus on Blockade seems nice, but there are so many other good promotions in the Dreadnought line. The general reduction with Dauntless is preferred over the ranged specific defense bonus, and the gold steal is just fluff at the times in the game you are really using this.
Vanguard (B) - This is the ultimate in dreadnought city taking promotions, but its a lot harder to get to than Naval Siege and also competes with Dauntless. I find I only use it in niche scenarios where I get the promotion and have a key city I need to take and don't have an enemy fleet to kill....vs naval siege where I can build ships out of the gate designed for city hitting if I need that. Nothing wrong with this promotion, I just find circumstances make it weaker than it might appear on paper.
Dauntless (A) - The only reason I don't get this all the time is because of how good other Dreadnought promotions are. Simply amazing.
Melee Boarding Party Promotions
Spoiler :
Line Overall (A) - Because of BP II, I take this line the most. Its not that I "want" to, I "have" to for that much needed protection.
Boarding Party II (A+++) - I specifically called this promotion out because I actually consider it the strongest naval promotion in the game. Even though in general I like the Dreadnought line more than Boarding Party, in competitive games I normally go the BP line because of this promotion. Immunity to boarding for melee ships is critical in real naval combat. There are so many times that the AI will sneak in and broadside me with a new death fleet, and if I don't have the ability to run away....I die. There is nothing in the game that can replace that...and so I actually use BP more than anything, just to get BP II.
Navigator I-II (A) - The perfect niche promotions that do exactly what you need them to do. During the Caravel "explore" phase, I will normally use these promotions for faster aid. During late game wars, its vital to have one "scout" ship with these promotions to watch for enemy fleets. And on occasion, I have used them with newly built ships that have a long way to go, as having a weaker ships 3 turns earlier is more important than a stronger but later one.
Medic (A) - I generally want 1 medic ship in my fleet, as it can make a big difference in recovery time.
Encirclement (A) - The "workhorse" promotion for the BP line, I find myself using it more and more as time goes in. Its quite easy to get 3 or even 4 of your buddies surrounding you when your attacking enemy ships, so this is the strongest attack naval promotion.
Piracy (C) - Every so often I will make a pirate ship as a closer, just to get the gold, but its normally for the fun of it than for any real combat purpose. The withdraw is nice but not something I rely on, compared to straight up more CS from BP II, or raw power from Encirclement.
Minelayer (X) - Honestly I can't remember the last time I took Minelayer, and so I'm curious what the community thinks. I feel that in theory this should be THE go to promotion for the AI, as again if they prevent me from running away I'm toast. But for the human, its a 25% CS swing compared to getting BP III, and normally the AI isn't running from me enough to warrant it.
Supply (C) - In theory this is an emergency "I HAVE to heal" type of promotion, but if I'm in that kind of crunch I will often just get Dreadnought I to give me some emergency hp and some actual CS. There just way better things to spend my XP on.
Blitz (A) - Honestly the ability to attack twice isn't that great, melee ships really have to conserve their HP, as they are your sole source of enemy crowd control. However, the ability to hit a target and then move back is a GODSEND. This is actually the best city attack promotion overall. What you say....not naval siege, not vanguard?
Its true you can't beat those promotions for raw damage, but honestly its not the city that is hurting my sieging ships, its the 2 fields guns in the back, and the Calvary that rain fire down on me. That's what often snipes a melee ship. So the ability to make an attack and then move back saves you so much more HP than the other promotions. Or, you can use it to allow other ships to come in and hit the same target, so your actually doing more damage overall.
Pincer (B) - I say its a B just for that once in a while time when negating ZOC is good. But realistically, Encirclement is a better "flanking" promotion in general, and blitz is just flat out better in many situations, or heck even just taking Dreadnought I gives me a nice CS boost and more HP. So its a low B at best.
Ranged General Promotions (aka that exist on both trees, as there are a lot of them).
Spoiler :
Sentry (D) - Yes a D. This means not only do I never use this, I actually feel sorry that the AI may sometimes fall into the trap of actually picking this promotion over something that has value. I'll be blunt, this promotion should not exist. Vision is a melee ship game, a Nav I melee ship has better vision and way better mobility than a sentry ranged ship.
If you want scouts, build melee ships...its that simple.
Mobility (C) - Movement is nice, but that's not what ranged ships are for. Sacrificing your offense and defense for a little more movement is not worth it.
Supply (C) - Ranged ships should be taking less fire than melee ships anyway, and again I wouldn't sacrifice offense or defense for this.
Logistics (A) - The crème de la crème of naval ranged promotions, the greatest force multiplier for a ranged unit. The fact that its Tier 5 now just makes it "always solid" instead of "omg give it to me now!"
Ranged Targeting Promotions
Spoiler :
Line Overall (A) - Still the workhorse line for ranged ships, just solid.
Indomitable (A) - Used to be a B, but now as a gateway to Logistics its seeing a lot more use, and its a good promotion overall.
Splash (A) - Also used to be a B, as logistics was generally the more tempting target. Now I find that I get splash on later ranged units that I don't think have the time to get to logistics, as its still a decent force multiplier in large naval battles which are quite common in the late game.
I think it would be interesting to try Splash as a Tier III promotion instead of IV, just to see how that dynamic shakes out.
Ranged Bombardment Promotions
Spoiler :
Line Overall (B) - This used to be a C, but with the logistics inclusion this line is a lot more appealing. Ultimately, city attacks are still much more niche than killing enemy ships and land units, that's where the bulk of naval ranged attacks go. So this line could never really be an A in that context. But this line now does its job well, and once I have secured everything else and just need a ship to come in and wreck cities, this line does its job.
Broadside (A) - Its often been a question before as to whether a Broadside ship was really doing more city damage than a Logistics Targeting. But now that this is also a gateway to logistics, there is no more debate, this is now the best line there is for dealing raw damage to a city.
Shrapnel Rounds (B) - Though I only give it a B, this is one of my favorite promotions design wise. Sometimes when your making a city killing ship, you realize that the land forces are too great, and that becomes your main focus. SR gives you such a strong a bonus against land units that it makes the transition away from your "role" worthwhile, so I appreciate the flexibility that this promotion offers.
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