Throughout history the seas have inspired tales of magic and mystery, and that is here on our humdrum Earth. Imagine the possibilities for wonder and excitement in a world actually full of magic.
I don't believe I have ever played a TBS game where naval combat was anything other than a poorly implemented, tacked on, and largely ignored feature of the game. Not only does a poor naval system detract from the potential of a game, but it is also very unrealistic. A large number of great powers throughout Earth's history gained that supremacy through control of the seas and all the wealth and power that brought.
As such, I think we should take it upon ourselves to brainstorm some neat ideas on how to improve the generic naval game play of traditional TBS games. Here are some ideas to get the ball rolling
Ship Building
- Modular ship design.
- Fast Trading - one unit hall with a mast attached, few guns, and an enchantment to catch the wind
- Ship of the Line - three hall units with masts attached, loaded with guns and an enchantment for the guns to fire accurately and the hull to hold together.
Uses of Navies
I don't know how large the 'play-able' world will be, but if it is not the whole world, only a region. Send the ships to the edge of the map to create a trade route. Could lead to empire wide multipliers to income, technology or access to mercenaries from foreign lands. Once the ships are sent, you lose them, but you gain the benefits, and the more ships you send the better the benefits. Of course these routes could be easily destroyed or disrupted by enemies if not guarded by larger ships.
Send ship out to the edge of the map to with a scouting party loaded on board to look for artifacts/treasure/shards. A gamble they could come back with riches, with nothing, or not come back at all. Success could be determined by how large of a party you send out.
- Blockade / Bombard a City
I don't know if they intend to implement sieging in the game. If you do need to siege, the city will be laughing at your besieging armies as they ship supplies in through their docks, without an effective blockade.
Tactics
Bonuses for small fleets, penalties for large fleets. Bonus/penalties reduced through magic and experience, an admiral with telepathy will be able to much better organize his fleet, likewise, a kingdom with experience building, maintaining, and using a navy are better prepared to deal with more ships
- Different methods of attack
Do you know you can never build as many cannons as your opponent? Build fast ships full of marines and over run your enemy. No bodies to fill the ships with? Enchant a ship to burn with an eternal flame and ram the enemy.
Too tired to write more so I'll leave it at this.