There is room at the naval academy for a new instructor, and the Chancellor has asked us to suggest a course of study for the sailors. Playing a custom nation USA trying to reverse colonization and conquer Britain. I already took offensive ideas for navy morale increase and infantry combat ability but I can't decide between maritime or naval ideas. The mercantile company has built new vessels for our war fleet, and is willing to donate them to the Crown. -I guess what happened is that I exceeded my combat width so that only my heavies are engaged with England's heavies. - Likewise they could have put in a "Supply Run" as finisher in the Mercantile idea ...giving a defensive bonus to forts under siege or resetting the siege meter some or ... New comments cannot be posted and votes cannot be cast. Please help with verifying or updating older sections of this article.At least some were last verified for version 1.29. If you have 100 more ships than Great Britain, you’re probably strong enough where naval ideas are worth it. As ever, it's important to seperate what you get from the premium expansion from what will be included, for free, in the accompanying patch that comes with every expansion release. In single player, just having the most heavy ships basically means you can beat any navy except Britain's. ", https://www.reddit.com/r/eu4/comments/69i5dr/discussion_fixing_the_naval_part_of_warfare/. Not true. Press J to jump to the feed. So I need some ideas to buff my navy. There are some nations where controlling a strait is incredibly powerful, or the ability to make an amphibious landing is crucial. Also you have to upgrade your ships in a port for (a lot of) money once there are new unit types available. To have one you're going to need an already established fleet of 3000 sailors and they're not cheap. take care about naval attrition, once you sent your fleet from america to britain, your ships will take quite some damage. Like all good mechanics, expelling the minorities from your nation to fuel your colonial expansion certainly makes unifying the culture of the homeland easier but it sets up a potential new nation full of people who have reason not to believe as you do and that can definitely come back to bite you. etc. -So about the combat width. (far better solution than simply raising devastation in my opinion, as it is more usefull for the attacker), Coastal siege: Ships now work as cannon substitude: 1 heavy = 1 cannon, 2 light ships = 2 galleys = 1 cannon, 4 transport ships = 1 cannon, on top of blockading the fort as they already do. Having more boats has out of wartime use, by letting you have more ships protecting trade or hunting pirates or whatever, plus having more boats scares enemy navies into hiding in their ports (which is better than actually doing naval combat anyway), and the idea group also gives you handy benefits like improved blockading and repairing while in coastal sea provinces. naval battles are pretty simmilar to land battles. What makes it weak? It's good as Portugal since they're one of the few colonizers without naval combat ideas. It was last verified for, Popular Enthusiasm for our Navy diminishes, /Europa Universalis IV/events/ideagroups.txt, The Religion of this advisor depends on manifold conditions, the settings in the event code and further conditions in, /Europa Universalis IV/common/scripted_effects/01_scripted_effects_for_advisors.txt, https://eu4.paradoxwikis.com/index.php?title=Maritime_idea_group_events&oldid=113766, Articles with potentially outdated infoboxes. Across the land people are supporting our Grand Navy, making contributions towards the defense of our nation. An entire trading fleet has been lost at sea, taking all aboard to a watery grave. id. In battles there are also shock and fire phases with dice rolls just like land battles, however naval leader maneuver also does increase the combat width by 1 per pip, so with 6 naval manuever you can deploy 6 extra lightships/galleys/transports or 2 heavies, wich makes it a much more important stat than land leader maneuver. The assumption is that you are going to spend a lot of time really looking at that particular set of nations so it should be easier to tell their land and ship models apart. One thing to note about EU is the choice of ideas is not just what you need but when you need it plus what ideas will you get in your national ideas. The smaller expansions are always difficult to make a definitive judgment one, but here’s some general advice for you: If you enjoy playing in the Iberian Peninsula and you can overlook a few historical irregularities, then it would be very hard to pass up on Golden Century. It seems we need some signal coloured flair. The country gets the modifier “Naval Technical Developments.” for 10 years with the following effect: −10% diplomatic technology cost. They feel that there will be less glory for them. It's not that the ideas are useless, there are just better ideas for the majority of the nation's, and if you pay a naval power like Britain, Castile\Aragon you don't need tem because you already have bonuses. And it's stuck dealing with the shitty naval system with galleys and heavies which wastes an idea since most naval powers rely on one or the other, but not both. As a result you will get a custom set of factions and governmental reforms (if you have the Dharma expansion for reforms, that is). Both the Catholic and Muslim versions are effectively identical. It's not intended to be a full expansion, just as Rule Britannia and Third Rome were not full expansions. It will take some time to get production back up to normal levels. Because Navy force limit increase and better trade power overseas.
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