Re: Naval power?
So, do you send all priests away to raise their piety and then return the cardinals home to fight heretics and witches? Seems a bit expensive to me.
I usually build the priests for local conversion and only use a few (no god squads) to convert in the next target of invasion.
Back on the Naval question --
I usually do not employ naval units to fight pirates and thus pirates do not seem to bother me too much. A blockade on a port or two for a few turns costs less in florins than building, maintaining and replacing anti-blockade fleets.
If I am sending a priest or a diplomat, a cheap cog will be sufficient and then it is decommissioned upon doing its duty. If I have a really beat up fleet with only a few points left, I will keep it for such mundane duties in low risk areas. I am very cheap.
For a member of the family a more suitable escort. It is usually 3 units of the best available ships to be used for transport. This mean upgrading specific ports and launching to pereform such responsibilities and never taking what is locally available. It is more a role-playing issue than a tactical one within the game though. An exception is the quick crossing of the English Channel if I already can see that the area is clear.
When mounting a major war -- I will build fleets to transport invading armies and then continue to use the fleets to blockade enemy ports. I seldom bother seeking out the enemy fleets since a live enemy unit not molesting me is also consuming resources.
When playing Sicily, Venice, and Egypt: I build and maintain major fleets. This is really a role playing issue. I will then attempt to control a portion of the med. With Egypt, it is fun to nail the Catholic fleets -- esp. the really cool ones flying the red crosses on white fields. I will completely close the eastern med to the Catholics.
If there was more to the naval game, I would change accordingly. Combat is too simple to get too enthused about naval tactics in M2tw.
Last edited by Viking Prince; January 01, 2009 at 02:00 AM.
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