Ahriman
Tyrant
I've been thinking about some of these issues a bit more, in part because of a recent game where I had a lot of naval warfare.
Some things that game really highlighted for me were:
a) Melee ships are really underpowered. My group of 6 frigates was able to defeat a *much* larger group of privateers, because they took damage on offense and defense and I took damage only on defense, and because I could focus fire and kill particular ships, while they could only get 2 ships at a time to attack one of mine, and then I could rotate the damaged ship back behind the others.
b) There is too large a gap between age of sail ships and battleships/destroyers. My foe on another continent was far ahead of me in tech, but even a couple of tiers of tech didn't give them any naval advantage over me.
c) Prize ships is too strong an ability; it also really favors the human over the AI. It probably belongs only on the Ottomans, or as an ability that requires 2 or 3 naval specializations on a melee ship.
d) The AI can and will build a large fleet, and can use melee ships to attack coastal cities.
e) There are problems with some upgrade paths, too many units stick around for too long; caravels stick around until ironclads; privateers stick around until destroyers, triremes stick around until caravels.
These indicate to me that:
i) We should try and keep melee naval units in where possible; the AI can use them, and threatening coastal cities is interesting. Most eras should have a ranged and a melee ship. This means there should probably be a melee counterpart to a galleass (cog?), and that there should probably be a ranged counterpart to the ironclad (battlecruiser?), and that the destroyer should probably stay melee.
ii) However, melee ships should be powerful enough that they can threaten cities, that they aren't left obsolete too long, and that they are actually effective against ranged ships. Ranged fire is much more effective because it can concentrate fire more effectively and because it takes no damage in response. This means that melee ships of an equivalent era need to be higher strength. So for example, if we have a (no strategic resource) frigate that is say strength 24/26, a privateer or galleon (with no prize ship promotion but with an extra ability) should be strength ~28.
iii) Melee ships are heavily penalized by the fact that they take damage every time they fight, even against civilian units. To compensate for that, allowing modest healing outside borders or heal after kill is sensible.
iv) To make ships like destroyers still work as a melee unit, they need some extra role. I suggest giving them a hardcoded bonus vs subs, so that we have something of a RPS: capital ships good vs land, surface vessels and weakening cities, subs good vs capital ships and embarked land units, destroyers good at scouting, good vs subs capable of capturing cities.
v) Upgrade lines shouldn't skip tiers.
So one possible design:
Melee:
Cog (no ocean going melee) -> caravel -> Privateer (or rename to Galleon, since no prize ships) -> battlecruiser -> destroyer -> modern destroyer
Carrier (can't attack).
Ranged:
Trireme -> galleass -> frigate -> dreadnought (coal requiring capital ship) -> battleship (requires oil) -> missile cruiser (requires oil)
Ranged only vs other ships.
Uboat -> submarine -> missile sub
I'd probably have the frigate be relatively weaker than it is now (compared to the privateer) but not require a strategic resource, but that could go either way.
Uboat could use the sub art, battlecruiser could use the ironclad art, so art requirements are really just for a dreadnought, a modern destroyer and a cog.
Some things that game really highlighted for me were:
a) Melee ships are really underpowered. My group of 6 frigates was able to defeat a *much* larger group of privateers, because they took damage on offense and defense and I took damage only on defense, and because I could focus fire and kill particular ships, while they could only get 2 ships at a time to attack one of mine, and then I could rotate the damaged ship back behind the others.
b) There is too large a gap between age of sail ships and battleships/destroyers. My foe on another continent was far ahead of me in tech, but even a couple of tiers of tech didn't give them any naval advantage over me.
c) Prize ships is too strong an ability; it also really favors the human over the AI. It probably belongs only on the Ottomans, or as an ability that requires 2 or 3 naval specializations on a melee ship.
d) The AI can and will build a large fleet, and can use melee ships to attack coastal cities.
e) There are problems with some upgrade paths, too many units stick around for too long; caravels stick around until ironclads; privateers stick around until destroyers, triremes stick around until caravels.
These indicate to me that:
i) We should try and keep melee naval units in where possible; the AI can use them, and threatening coastal cities is interesting. Most eras should have a ranged and a melee ship. This means there should probably be a melee counterpart to a galleass (cog?), and that there should probably be a ranged counterpart to the ironclad (battlecruiser?), and that the destroyer should probably stay melee.
ii) However, melee ships should be powerful enough that they can threaten cities, that they aren't left obsolete too long, and that they are actually effective against ranged ships. Ranged fire is much more effective because it can concentrate fire more effectively and because it takes no damage in response. This means that melee ships of an equivalent era need to be higher strength. So for example, if we have a (no strategic resource) frigate that is say strength 24/26, a privateer or galleon (with no prize ship promotion but with an extra ability) should be strength ~28.
iii) Melee ships are heavily penalized by the fact that they take damage every time they fight, even against civilian units. To compensate for that, allowing modest healing outside borders or heal after kill is sensible.
iv) To make ships like destroyers still work as a melee unit, they need some extra role. I suggest giving them a hardcoded bonus vs subs, so that we have something of a RPS: capital ships good vs land, surface vessels and weakening cities, subs good vs capital ships and embarked land units, destroyers good at scouting, good vs subs capable of capturing cities.
v) Upgrade lines shouldn't skip tiers.
So one possible design:
Melee:
Cog (no ocean going melee) -> caravel -> Privateer (or rename to Galleon, since no prize ships) -> battlecruiser -> destroyer -> modern destroyer
Carrier (can't attack).
Ranged:
Trireme -> galleass -> frigate -> dreadnought (coal requiring capital ship) -> battleship (requires oil) -> missile cruiser (requires oil)
Ranged only vs other ships.
Uboat -> submarine -> missile sub
I'd probably have the frigate be relatively weaker than it is now (compared to the privateer) but not require a strategic resource, but that could go either way.
Uboat could use the sub art, battlecruiser could use the ironclad art, so art requirements are really just for a dreadnought, a modern destroyer and a cog.