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Thread: Ship carrying capacity

  1. #1

    Default Ship carrying capacity

    Don't you find it odd that you can cram 3,000 troops on a single Dhow?

    You'd think it would capsize with a 100 m tall tower of soldiers...

    Anyway it'd be more realistic if CA represented naval units as flotillas and squadrons instead of single ships. So instead of just "number of men" it would have "number of ships" and "total men" as well. The number of ships per unit would correspond with ship level and game unit size, so with huge unit size you would have maybe 24 ships per unit of Dhows and 8 ships per unit of Grande Carracks.

    Each unit would have a max carrying capacity of four land units. If any ships in a unit are sunk then one or more of the land units it is carrying will lose troops.

    I know this would require some major changes to ship cost, recruiting, etc. but I'm sure some modders can do it.

  2. #2

    Default Re: Ship carrying capacity

    I like it the way it is, naval units are damn expensive, and this would force you to buy more of them.

  3. #3
    Uber Soldat. Member Budwise's Avatar
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    Default Re: Ship carrying capacity

    I second, it would shift the focus of the game and force more dreaded "Navel Battles" that we all kinda find off. I think its fine the way it is and SHOULD NOT BE TOYED WITH. If it aint broke, don't fix it.
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  4. #4
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Ship carrying capacity

    Well, imagine the single boat is just a symbolic representation of the minimum fleet: it can have unlimited number of ferry boats, but just one battle-ship. Buy more "symbolic fleets" and you have stronger defense for your ferry boat fleet.

  5. #5
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Ship carrying capacity

    I've never properly thought of the naval units as sailors, but as ships. i.e. a holk has 30 ship units, not 30 men/sailors.
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  6. #6
    Master Procrastinator Member TevashSzat's Avatar
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    Default Re: Ship carrying capacity

    Making boats have limits on how many things they could carry will cause more problems than it could solve. Can you imagine the people who complain about crusades because their army is too big to fit on the few boat mercs that they hired
    "I do not know what I may appear to the world; but to myself I seem to have been only like a boy playing on the seashore, and diverting myself in now and then finding a smoother pebble or a prettier shell than ordinary, whilst the great ocean of truth lay all undiscovered before me." - Issac Newton

  7. #7

    Default Re: Ship carrying capacity

    Quote Originally Posted by Slaists
    Well, imagine the single boat is just a symbolic representation of the minimum fleet: it can have unlimited number of ferry boats, but just one battle-ship. Buy more "symbolic fleets" and you have stronger defense for your ferry boat fleet.
    These are medieval ships we're talking about here, not modern fleets. There were no "ferry boats" and "battle-ships".

    Quite often armies were ferried by ordinary merchant vessels, pressed into service by the king.

    The most important thing to realize about medieval ships is that any ship ferrying troops suddenly was a "battleship".

    Unlike the eighteenth century with its cannon-laden ships of the line, in the middle ages, a boatload of crossbowmen and swordsmen is what made a ship a "battle" ship.

    As for the capacity problem, I tend to do the same thing FactionHeir does, and think of those little numbers on the cards as ships, not sailors. Makes more sense that way.

    Of course, thinking that way is one reason why I had to mod out pirates altogether. Not only do I find the game more fun without them, but I simply couldn't believe that a fleet of 120 ships crammed full of professional soldiers would have anything to fear from mere pirates!

  8. #8
    Senior Member Senior Member econ21's Avatar
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    Default Re: Ship carrying capacity

    Quote Originally Posted by Miracle
    Each unit would have a max carrying capacity of four land units. If any ships in a unit are sunk then one or more of the land units it is carrying will lose troops.
    Good idea - I might adopt this as a house rule. (For RTW, I inclined to the 1 ship: 1 unit idea but the M2TW economy is much tigher than RTWs, so a 1:1 houserule would be very costly).

  9. #9
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Talking Re: Ship carrying capacity

    Quote Originally Posted by Rhedd
    ... I simply couldn't believe that a fleet of 120 ships crammed full of professional soldiers would have anything to fear from mere pirates!
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  10. #10

    Default Re: Ship carrying capacity

    Quote Originally Posted by FactionHeir
    I've never properly thought of the naval units as sailors, but as ships. i.e. a holk has 30 ship units, not 30 men/sailors.
    If that imagination is going to work, then the cost of ships should be increased tens of times. It simply does not make sense a few hundred florins can suddenly make huge flotilla.

    I don't propose to increase cost of ships, but I think CA should take more care for ship then they have done. Transporting army, especially horses, does not mean simply taking soldiers aboard ships and just set sail.
    What I suggest is there should be more sophisticated mechanism that will make navy at least not negligible. Historically supreme naval control made invasion via sea transport impossible(think about England or Hannibalic war), but in current MT2, any factions with small ships can attempt *sneak* landing. This makes huge navy useless except for irritating blockade.

  11. #11
    Member Member crpcarrot's Avatar
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    Default Re: Ship carrying capacity

    a bit off topic but does anyone else notice that troop laden ships sink quicker or is it just my imagination?
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