I actually started to make a general concept how a new water design could look like some months ago.
But it’s really complicated without the ability to test the stuff, so it stayed very shallow.
One part of it was that most of the ships can be “converted” to land units. Not all of them (demos can’t) but basically all others. The reasoning behind that is exactly what described, that “winning the water” often can’t be translate to an advantage on land. So with that it’s then possible.
The concept for ships was to give 7 ships that are supposed to fight agianst each other for water superiority and ofc then the Cannon Galleon against defensive structires.
It starts with the basic triangle in feudal, in castle age (inspired by the Romae ad bellum mod) there come Ram ships and Bording Ships. The Ram Ships kill the entire Feudal Triangle but lose to the Bording Ships. And in Imp there will be Ballista and Mangonel Ships. Whilst the Ballista Ships are supposed to be overall the strongest, they are hard-countered by the Mangonels. It’s a quite sophisticated system, that gives every type of ship a place in the meta but should overall lead to relatable stable compositions. Usually consisting of 2 ships that synergize quite well.
The probably strongest comp is ballista/demo, but it has also the least value for land transition. Followed by Mangonel / Ram ships and lastly by the classic Galley/Fire combo. The boarding shups don’t give a good combo, but they can be used very effectively agsint the mango/ram combo, a bit less effective against the galley/fire combo and… well against the ballista/demo combo you need probably absurd numbers.
As you also would expect the strengths of the combos is balanced by their gold ratios.
I can try to break down the individual Ships and their interactions:
Galley Line
There’s a notable change to the Galleay line. It now caost 85 W / 45 G. Also it shoots now 2 projectiles every 2 seconds that deal less damage. The reason for that is that it is now more associated with Archers. It’s also their land transition unit: You get 1 archer out of a Galley. Their shouts have a secondary effect on opponent ships, they slow down a bit after being hit. This is especially relevant for the interaction with demos. It’s also intentional that this line has a benefitiary effect to each comp it is added to, as the damage outpuit is low.
The Galley line is unique in it’s interaction as it is the fastest ship class (tied with fires) paired with a slowdown effect. Meaning you can in theory outmicro every other ship class with it. But it may take ages. At the same time it only “hard-counters” demos. All other ships beat the galley line in general if the galley player doesn’t micros like a god.
With the slowdown effect they are also ideal to help your fishing ships escape from enemy raids.
35 % Gold Ratio
Fire Galley line
65 W / 90 G. Land transition unit is 2 skirmishers. (yes trash units). Fire galleys also have the secondary effect of disabeling hit opponent ships from attacking / slowing down their fire rate by a huge margin. They are also as fast as Galleys and have overall the best armor stats. They are supposed to be good against Galleys, but exceptionally good against Ballista and Mangonel Ships. Bording Ships soft-Counter Fires and fires are coutered by both Demo and Ram Ships.
60 % Gold Ratio
Demolition Ships
35 W / 95 G. Basiclly the same as atm. A bit brought down as now their damage is split between melee and anti-ship damage. Don’t have a land-transion. Hard-countered by Galleys, Rams and Ballistas but also counter Fires, Bordings and Mangos very hard. Chose your targets well and you will be revarded. In theory probably the worst of all ships, but they pair very well with the Ballistas which are the best. They also are the best counters against the Bording ships which a lot of others have problems dealing with.
75 % Gold Ratio
Ram Ship
The first of the new Ships. 70 F / 125 W. So it’s actually a trash unit on Water. Land transiition units are 2 spearmen. Counters all 3 feudal ship classes (galleys softly, fires good and demos very well as they don’t have the “ship” armor class even). Rams are also immune to the Galley-Line movement debuff. As they are slower they still can’t catch up to the Galleys, but at least they don’t get slowed down. On the other hand they are countered by all the three other non-feudal ship classes in Bording, Ballista and Mango Ships. So the powerspike is kinda short-lived. This is achieved by having high enough attack to one-shot the feudal lines but not enough to one-shot the later ones. This paired with a pretty slow ROF makes the Rams very ineffective aginst the later unit lines.
0 % Gold Ratio
Bording Ships
Bording Ships are special as you don’t need to have a Dock to make them. Instead you can order 2 or more milita units to build a boarding ship. 2 will then be disbanded once the ship is build. But you will get these militia back when you make the land transition. You have to pay an additional 70 W to build the Bording Ships. Bording ships immobilize their targets like they do in the RaW mod. They are also inaffected by the Fire ships debuff. They perform well against the Galley and Fire Galley Lines and counter Ram and Mangonel ships. But they are countered by Ballistas and even hard-countered by Demos. With the ability that they can be made without Docks they are probably the only options to have a comeback on water when you already completely lost it. But they also need very good micro, as they are basically “melee monks on water”.
20 % Gold Ratio
Ballista Ships
120 W / 120 G. As mentioned intended as in general the overal best ships in the game. At least when it comes to mass battles. Very well balanced between damage output and Survivablitly but also with pierce-through projectiles that can hit multuple targets. ROF is notably higher than with current scorpions (which are the land transition unit), around the same as the Galley line. An “improved” Caravel if you want to see it that way, as it has also higher base pierce damage. But it still also has weaknesses. So it is Hard-Countered by both Fire Galleys and Mangonels. But on the flipside it counters Rams and Bording Ships and hard-counters Demos. Ideal for “water control”.
50 % Gold Ratio
Mangonel Ship
The final ship class. Super pop efficient with 200 W / 150 G cost. But slow and comparably frail for the cost. Has insane Splash Damage output though, can absolutely devastate clumped-up enemy ships and even deal a lot of damage to land units from a safe distance. Counters Ram Ships and Hard-Counters Ballista Ships but is countered by Bording Ships and even Hard-Countered by both Fires and Demos. Land transition unit is a Mangonel aswell, which is a very high value. But ofc with the various bad matchups it’s probaly more a situational choice against mass Ballista Ships of the opponent.
40 % Gold Ratio
I’m still kinda working on this, but the progress is very slow. I am not completely satisfied with it yet. The issue I have with it that the bording ships counter the other combos so diffferently. They feel like completely useless against the most desirable but gold expensive ballista/demo combo, but way too strong against the Mangonel/Ram combo. And I don’t see really how I could fix this without a complete rework of all the different counter mechanics. That’s one of the reasons why I chose the Gold ratios and land transitions as they are, so the ballista/demo comp has the big downside of having a super high Gold ratio AND a bad land transition. You might secure the water with it super well, but it gives the opportunity to the opponent to make something happen on land.
I also have currently an issue that with the stats I have the demos actually DON’T counter the Bording Ships as intended (as bording ships have quite high HP and demos not so high damage to one-shot them), so I have to look for a solution for that. I probably will just give the bording ships lower HP but higher armor to fix this.
Ah and lastly I got too many “hard counters”. IDK why this resulted this way, but I got 6 “soft counters”, 7 “counters” and 8 “hard counters” which is for my taste too many hard counters. with 7 different ships it should be less than 6 imo. But maybe I’m also too picky here. But I would like to have more soft- and standard counters.
What do you think?