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Darth_Sp0ck

Corporal
3 Badges
Feb 17, 2021
32
6
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings III
Are there any mods that add in ship battles? Its irritating to have a navy of 200 ships and then only be able to use them to transport troops and raid. Sorry if this is the wrong section of the forum.
 
why?
 

Why not what ?
I assume why it's not in game.
The other option here is selfexplaining.

Because and for good reasons.
Sorry, but i'm sure not ging to repeat all the arguments for you.
Search for threads of the topic if you want to find all the points.

I can still summarize for you :

In short, too limited in occasion and countries capable, too rare in history, coastal boarding battles contrary to gun battles
closer to the EU era and would be far too ahistorical and abused when implemented in game.
It's the age of marching, not crossing oceans.

The transport capabilities alone are already ridiculous in gma ecompared to what was historical possible and not to mention
the risk of sinking, getting sick and dying on board.

Just in case, please don't try to argue with me, because there is no point.
I won't do and i already know all the battles and Wikipedia articles on the topic.
 
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Wow, arrogant much? also, there are mods that add in elves, so your not historically accurate argument doesnt quite work.
 
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Besides of "historically accurate" part someone used to talk about, CK2 is lacking command related to a "navy" battle.
For example not able to apply tactic on vassel, no moral for vassel unit, no damage for vassel unit. All of these making a ship battle unavailable.
Elves on the other hand, is just a re-skin stuff like all the other culture thing, and need no much creativity on the scripting level. So I think it's not suitable for comparing the two things.
 
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I don't think ship battles can ever be supported by a CK2 mod, because ship battles would require a change to the core game engine and mods can "only" alter scripts and UI. (The reason that ship battles aren't in the engine is because of the historical considerations described above.) (I put quotes around "only" because the level of overhaul that's possible with mods is very impressive.)
 
Wow, arrogant much? also, there are mods that add in elves, so your not historically accurate argument doesnt quite work.

No, the "historically accurate" is why Paradox didn't code naval mechanics into the game. And you can't mod in naval mechanics because Paradox didn't code them in. Elves and such are easily built on the character and trait systems. So the answer is that the lack of naval combat is hardcoded and cannot be modded in without totally rewriting the engine.
 
I don't know why would anyone claim that it is for historical accuracy when there were important naval battles in the period, and we have in-game outrigth fantasy elements. It's probably more related to gameplay than anything else.
 
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Besides of "historically accurate" part someone used to talk about, CK2 is lacking command related to a "navy" battle.
For example not able to apply tactic on vassel, no moral for vassel unit, no damage for vassel unit. All of these making a ship battle unavailable.
Elves on the other hand, is just a re-skin stuff like all the other culture thing, and need no much creativity on the scripting level. So I think it's not suitable for comparing the two things.
OK, thanks for the answer! I mostly just didnt understand what Aardvark Bellay was saying. Would it be possible to turn it into an event that happens, and then depending on the outcome of the event some of the ships are lost? Or maybe make it so ships acted like land troops, but only was allowed to move on water?
 
Would it be possible to turn it into an event that happens, and then depending on the outcome of the event some of the ships are lost? Or maybe make it so ships acted like land troops, but only was allowed to move on water?
Well that's also incapable. Ship can not be lost via event command since there's no such a command I've said.
Not to mention troops on water, that's could only happen a in water world(or space world) mod which re-skin all troops as vessels.
 
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Well that's also incapable. Ship can not be lost via event command since there's no such a command I've said.
Not to mention troops on water, that's could only happen a in water world(or space world) mod which re-skin all troops as vessels.
Technically, I think only the first part of that is a problem. I suspect that, if there was a way to delete the ships and the carrying capacity was exceeded, then the troops would be auto-killed. It's still blocked and impossible, but maybe only for one reason rather than two!

(As a purely hypothetical example that I'm not at all bitter about, I think that if your retinue is loaded on your vassal's ships and he chooses that particular moment to rebel then your retinues will be tossed overboard.)
 
Technically, I think only the first part of that is a problem. I suspect that, if there was a way to delete the ships and the carrying capacity was exceeded, then the troops would be auto-killed. It's still blocked and impossible, but maybe only for one reason rather than two!
What I answered to OP is a scenario similar to screenshot below, regardless of fleet/capacity you said.
He wants "ships" works like troops.
While what you said is another possibility problem if there's a method to operate fleets.
ck2_156.png

In this bug screenshot, the game thought Sea of Marmara was a land province and the fleets can "siege" this sea province.
I guess if there's an enemy fleet with troop also triggered this bug and go into the same province, I can have a "navy" battle for real.(But it doesn't)

And the old time good mod CotC also has troops unit re-skined as "space vessels".
CA8A77C928536B946E2EB963CCEF29D3E0490A82
 
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What art of the code says where units can and cant go? Hypothetically could you take one specific unit, skin it as a ship, and alter the code to make it only be able to go on water? and then maybe use the code from the looting armies event to destroy a certain percent of troops during sea battles, or even just treat them as normal armies and have them fight that way? Mostly now I'm just curious if it is even somewhat hypothetically possible. And I know nothing about modding, so please tell me if what I'm saying is completely impossible, lol.
 
What art of the code says where units can and cant go? Hypothetically could you take one specific unit, skin it as a ship, and alter the code to make it only be able to go on water? and then maybe use the code from the looting armies event to destroy a certain percent of troops during sea battles, or even just treat them as normal armies and have them fight that way? Mostly now I'm just curious if it is even somewhat hypothetically possible. And I know nothing about modding, so please tell me if what I'm saying is completely impossible, lol.
Hmm. AFAIK, land armies can walk anywhere that's connected by land (there is nothing in CK2 like EU4's military access system). I am fairly sure (but not 100%) that this is part of the engine, so it's not open to modding.

I guess you could in theory change the map so the engine thinks that "sea zones" are land? And then add barriers to every coastal province so that land units can't walk on water? And then create some kind of event-based system for dis/embarking armies? And change all levies/retinues/etc to event troops and build your own system for keeping track of numbers/types (because you need to ensure that home levies are depleted if you take massive losses at sea or on overseas campaign). And then do it all again for major rivers (because riverine access/combat is different). And then teach the AI how to use all this? But, frankly, that sounds so clunky that it'd be easier to start with EU4 and add CK2 mechanics...
 
how does that event work? what are the rewards/penalties for winning/losing?