Divide et Impera 1.1 Preview: Naval Overhaul
General Information
We have spent a long time modding the campaign and land battles for Rome 2 but have purposefully left naval battles in a vanilla state until now. There are many reasons for that decision, but suffice to say Rome 2's naval battles were never really well done at their core and many players would opt to skip them. Our team hopes that with 1.1, players will now be able to enjoy naval battles as they were historically with much more exciting gameplay and units. Of course, we are still limited in being able to fix everything, but this overhaul will hopefully go a long way toward making naval battles a fun part of the game.
Roster Changes
- All vanilla naval units have been removed from the game. There were many that were simply copies of each other and caused naval battles to be more about ranged combat and unrealistically catching ships on fire than about ramming and boarding action.
- We have replaced those units with an entirely new roster of naval units with custom units inside. These "marine" or "raider" type units are naval-only. By making these units specific to navies, we are able to adjust their stats to improve their combat against transported land units.
- These units have their own look to them in terms of textures that gives them a feel of being naval units. They are also more generally melee-focused to better represent proper naval engagements.
- Faction rosters of naval units have been overhauled so that historically naval factions have access to better ships in a quicker time frame.
- In general, Hellenic factions have the best navies. Specifically, factions like Carthage, Egypt and other historical naval powers will gain the edge here.
- Roman navies have pre-Marian and post-Marian reform variants. However, the ability to build better ships for factions is based on technological research rather than reforms.
- Barbarian factions have much more limited naval rosters and are more focused on being quick raiding vessels. They will be able to produce limited Greek and Roman ships if they capture one of the enemy's military ports.
- Exceptions to the Barbarian roster include the Illyrians and Daco-thracians, who have their own unique rosters. Nomads have the worst of all naval rosters.
- Entirely new Mercenary naval units have been created for regions that were well known in history for their naval mercenary or pirate types.
- New Naval Garrisons based on new units. Also, higher tier military ports will offer small land unit marine garrisons as well.
Battle Changes
- All ship speeds have been lowered and hitpoints increased to produce a more realistic and controllable battle scenario.
- Ship ignition threshholds have been raised massively. Historically, ships would not catch fire from a random fire arrow. Now, ships must be boarded or rammed in order to effectively destroy them. Exceptions have been made for fire pot and other specialist ships.
- The result of the battle mechanics changes is much more dynamic and realistic battles that also vary depending on the type of culture in the battle.
- New unit variants for Marines for factions like Rome, Greek factions, etc. present varied and colorful additions to the sea battles.
- Transported units will get a debuff to their stats when fighting at sea to combat their larger unit sizes. Transports cannot ram and will be very susceptible to attack from a professional navy. Make sure to escort those naval invasions!
- Supply ships for the new supply system have their own variants and are quite vulnerable on the open sea. Make sure to protect them as well.
- The Roman Imperial Harpax has been re-added and functions properly (Imperial reforms and Augustus campaign only). Screenshots of the harpax in action: