I've been customizing the mod and attempting to address some balance issues. I thought that I'd bring up many of the naval balance issues to the general community and see what people think. For me, I perceive a component of the game to be out of balance if it's always or almost always a must-have or if it's on the other end of the spectrum and it's something that I never want or almost never want. In the realm of navies, here's the changes that I've made and why. 1. Removed the city attack promotion from naval ranged units. It's just strange that a unit like a Galleass is better at taking down cities than a unit like a Trebuchet. Siege units should be the premiere unit for attacking cities because they have so many other weaknesses. Ranged naval units should be for attacking enemy land units, enemy ships, and for attacking enemy cities. They are kind of the jack of all trade type of unit with no huge weaknesses. They are vulnerable to escort ships like the Carrack or Destroyer, but they still have the ability to fight back, unlike a siege unit that stands no change against enemy land units. I made this change some time ago and the game is much better with it. Highly recommended. 2. Lowered the cost of submarines. In WW1 and WW2 Germany used submarines because they couldn't afford to field a regular navy. Submarines are kind of a poor nation's navy. They cost more than Destroyers in the mod though, which is odd. They are weaker than a Destroyer, so there's no point in building them with such a high cost. I never built them, which set off a red flag that this needed to be changed. I lowered their cost to be less than a Destroyer. 3. Lowered the cost of frigates. In the mod, frigates are almost as expensive as destroyers, yet destroyers are way more powerful. It costs next to nothing to upgrade your unit from a frigate to a destroyer and the reason is that the game looks at their costs and calculates an upgrade cost by comparing the unit costs. I lowered the cost of a frigate to be the same as the cost of a galleon. 4. Removed Destroyers upgrading to Carriers I have no idea why this is in the mod. Carriers are completely different types of units from Destroyers. This seems like a bug. Destroyers should obviously upgrade to Missile Destroyers. No brainer. 5. Modified Naval recon promotions. I first came across this issue because I noticed that every single time that I built a ship the first promotion ALWAYS ALWAYS went to the Naval Recon 1 promotion so that the ship could heal itself outside friendly territory. I never keep ships exclusively in friendly territory all the time so this is a no-brainer first promotion. Anything that is always done every time is out of balance and needs to be changed. How to change it took some creativity. First, I noticed that it was really strange that a ship heals 20 points in enemy territory, 30 points in neutral territory, 20 points in friendly territory, and 25 points in a friendly city. It should heal the most in the most friendly places and the least in the least friendly places, just like land units operate. The ideal is 25 points in a city, 20 points in friendly territory, 15 points in neutral territory, and 10 points in enemy territory. These are the exact same numbers as land units. Why should ships be any different? So, first I changed the properties of the naval recon 1 promotion to do just this. That change doesn't address the out of balance issue with always picking that promotion first though. Second, I added the naval recon 1 promotion as a promotion that every ship receives automatically when first built. I also removed the extra sight bonus from naval recon 1 and moved the sight bonus to the naval recon 2 promotion, which was kind of weak. That's probably kind of confusing because it's a lot, so here's an example: Say it's the classical era and you just built your first trireme. The city has a barracks, so the unit starts with 10 experience. When the unit first appears, it automatically has the Naval Recon 1 promotion. This promotion allows it the ability to heal outside friendly territory. That's ALL it does. Like I mentioned I nerfed the healing numbers in neutral and enemy territory because they were too high. Units shouldn't heal 30 in neutral territory and only 20 in friendly territory. Ships should be vulnerable to being lost and not these indestructible units. So, when you build that Trireme you can select 1 promotion. The options are Naval Recon 2, which gives +1 movement and +1 sight; Coastal Raider 1 which gives a bonus attacking cities and gold when attacking cities; or Targeting 1 which gives +15% vs ships along with +1 sight. When presented with these 3 options, there's really no easy choice. It depends on the situation and what you plan on using the ship for primarily. I've been playing with these settings recently and like how it's balanced now. In all, the game is more enjoyable with these changes and I wouldn't go back.