Why
Water is unpopular in AoE2 (and all other AoEs tbh.) for a variety of reasons.
Water was originally planned to have a lot more variety but most of it got scrapped before release.
Cut content
- Outside of map trading (Trade Cogs could trade with the edge of the map)
- Boarding ship that works like a water monk
- Builder Ship that can build Sea Walls, Sea Towers and Docks as well as being able to repair other ships
- Docks were supposed to be a much larger building
Why is water boring
- No terrain, all water types are the same
- No buildings other then docks
- Boring units
- Limited interaction between land and water
- Big snowballing effect
- Even contesting a pond full of Cannon Galleons on a land map is hard
Suggestions
Water terrain
Make the different kinds of water behave differently.
Shallow Water
- Allows placement of docks (like it does now)
- Allows building of Sea Walls and Sea Towers
- Ships move slower
Medium Water
- No effects
- No buildings can be build
Deep Water
- Ships move faster
- No buildings can be build
Dock split
Split Dock into 2 building. A civil one and a military one.
The Military one is bigger, more expensive but also has build in defence.
Why 2 buildings:
- The Dock is the only building with 2 pages
- The Dock has to many functions: Town Centre, Market and Barracks in one
- The Dock is also cheaper then those 3 buildings
- It’s hard to control trade lines since Trade Cogs will automatically take the longest path even if the dock they go to is at the front lines
Shipyard
- Available starting in Castle Age
- Costs Wood and Stone (Maybe 150W 100S)
- Trains most military ships
- Has a build in tower that has strong attack vs. ships but weak vs. land units
- Can garrison civilian ships
- Affected by Archer upgrades and Arrow Slits
Main ships
Scout Ship
- Only military ship trained at the Dock
- The Galley is part of this unit line
- Fires a single arrow
- Only costs Wood
- Weak against almost all other military ships
- Upgrades also all just shoot arrows (It removes the awkward transition from Galley to War Galley that feels like a downgrade)
- Affected by Archer attack upgrades from the Blacksmith
- Faster and more agile then most military ships
- Available from Feudal Age
Scorpion/Ballista/Springald Ship
- Main attack ship (War Galley and Galleon)
- Not and upgrade to the Scout Ship
- Fires a bolt
- Medium Melee and Pierce armour
- Affected by Archer attack upgrades from the Blacksmith
- Affected by Ballistics
- Available from Castle Age
Melee/Ramming ship
- Attacks in Melee (grappling hook animation) with maybe a range of 1
- Has a charged attack
- High Melee armour and low Piece armour
- Affected by Melee attack upgrades from the Blacksmith
- Fastest Ship (next to Scout Ships)
- Available from Castle Age
Mangonel/Onager Ship
- Attacks with ranged melee attack (like Magonel on land)
- Attack damage is evenly distributed between every projectile
- Has minimal range
- Does not outrange Towers and Castles
- Low Melee armour and high Pierce armour
- Affected by Siege Engineers
- Not affected by Ballistics
- Available from Castle Age
Cannon Galleon
- Unchanged
The rock paper scissors is:
Scorpion Ship > Boarding Ship > Mangonel Ship > Scorpion Ship
The Scorpion Ship can take out the Melee Ships before they get to close.
The Melee Ships can evade Mangonel Ships attacks and engage them in melee where they can’t fight back. They also have high melee armour so they take less damage from Mangonel Ships.
The Mangonel Ship can tank Scorpion Ship bolts while being able to devastate them with their large AoE attack.
Other ships
Demolition Ship
- Unchanged
- Should be removed from some civilisations
Fire Ship
- Replacement for the Melee Ship for some civilisations (Not just the Byzantines)
- Pierce Armour reduced to make them weak against Scorpion Ships
- Generally rebalanced
- Should be stronger then the Melee ship in most situations
Building Ship
- Can build See Walls, Sea Towers and Docks in shallow water
- Can repair ships
- Build at the Dock
Boarding Ship
- Can convert other ships in Melee
- Takes bonus damage from Scout Ships
- I’m not really a fan of this unit but it’s a fan favourite and it’s already implemented
- Maybe as a new unique or regional unit
Dromon
- Unchanged
- Still a Cannon Galleon replacement
- Worse in Ship vs. Ship combat then the Mangonel ship but higher ranged
Unique ships
Longboat
- Unchanged
- Potentially given a transport feature and/or the feature to train Berserkers
Turtle Ship
- Unchanged
Caravel
- Unchanged or given a gunpowder attack (like a swimming Organ Gun)
Thirisadai
- Unchanged
Siege Weapons
The Mangonel and especially Scorpion lines get bonus damage against Ships like Bombard Cannons already do.
They also take reduced damage from ship attacks.
They still have to be careful when fighting Mangonel Ships.
Unique Siege units also get some bonus damage against Ships too (Organ Gun, Ballista Elephant and Hussite Wagon)
Maybe make Heated Shot also affect Siege units too.
This gives more opportunities to fight back from Land against a naval supremacy.
Resources
Neutral Tradepost
- Acts like a Market
- Everyone can trade with it
- Gives Wood instead of Gold (amount is the same)
- Only appears on some water maps
Whales
- Like Fish but generate Gold instead of Food
- Are also finite like Fish
- Needs Whaling technology (which itself requires Gillnets)
- Also don’t appear on every map
Wood is often more scarce then gold on water maps, especially in team games.
Unlike Gold there is no infinite way to generate wood while all ships cost wood.
Adding Whales as Gold source for water allows map creators to make the water more interesting by adding more then just 1 resource to fight over.
I think this should be gated behind a technology though so it doesn’t change the early game economy balance too much.
General thoughts
Many people have been talking about how the Rome at War mod does water but that introduces a lot of new ships and let’s most civilisations build a lot more ships compared to AoE2.
I think that’s a little overkill. Plus many ship types only make sense in an ancient setting.
My idea was to create a reasonable, relatively easy to understand but also fun to play with core balance.
Kind of a similar dynamic then Crossbows, Long Swordsman/Knights and Mangonels on land.