With the switch to proper unit types, our intent is to implement actual cost in goods and time to both build and upgrade units, in addition to or possibly taking the place of the building construction cost / time. This would mean we could make building, upgrading, and repairing ships take much longer than battalions, instead of the workaround with low recruitment speed currently applied to Naval Bases.Wow, that's really promising! I'm very excited to see how it will actually feel gameplay wise.
Two little things, about navies :
First, naval battles right now are just a manpower contest in the ocean, much like land battles; will the basic unit of sea warfare switch to ships with this update?
In terms of changes to how battle mechanics work on land and at sea, that's sadly unlikely to happen in time for 1.5 release, but I really would love to add differentiation (different stats and behavior etc) for naval battles in the future.
A mobilization option to make a formation a special Marine invasion force is a fantastic idea and should be quite easy to do! Thank you for that.Second, historically, many "naval invasions" were just marines landing from their ship to fight on land. Would it be possible to give the player the ability to either invade without any army attached, using the fleet (or ships) manpower, or if it's impossible, to make some specific specializations for small land formations to be especially effective as marines, and maybe be permanently attached to a fleet? For the latter case, I was thinking of a Mobilization Option that gets rid of the difficult landing modifier, gives a generous bonus to morale, consumes ships, and makes recruitment slower (like naval bases) and scaling with naval doctrine techs.
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