Navy Tweaks (Vanilla Rome 2) - Everything about floating wooden stuff in Rome 2
There is plenty of naval overhauls, mods, compilations.. I have tried all of lower mods and after produced one mod with almost all meaningful things. This mod is meant for vanilla game without any complex overhaul mod. If is anything touching ships, then there might be oddities...
Download
Default version
http://steamcommunity.com/sharedfiles/filedetails/?id=270888408
+Increased movement version
http://steamcommunity.com/sharedfile.../?id=350476303
((+Realistic ship colors version ))
-suspended
1) Ship Balancing
Transport Class
In Vanilla there are 3 ship types - Light, Medium, Heavy with transports belonging into lights. Iīm adding transport class with lower ramming potencial versus other ship classes. Slower ship speeds,turning speeds...
Barbarian Ships
Naval strengths/weaknesses between Barbarian and classical Hellenistic ships. Barbarian now behaving more like a heavier transports. Hellenistic ships are able to ram effectively with harder maneuvering. This is putting Barbarian fleets at disadvantage on open sea battles against Hellenistic fleets. Transport ships are on one hand similar in construction to classical hellenistic ships but lack naval parameters of actual combat ships.
Hitpoint
Ship HPs remain the same as moving this will influence how much damage will ship recieved from artillery (even land artillery..). I manage to balance ramming in corresponding tables so this might be without changes. Barbarian ships also keep original values, their construction is more sturdy in comparison with corresponding Hellenistic ships.
Ignition
Ignition Threshold is way up (1,25x up to 2x) so ships are starting to catch fire a little slower and will not sink afer one fire arrow salvo. Still Ships are from wood and especially smaller ships could still sink pretty quickly under heavy fire.
Barbarian ships have defaul values. Hellenistic ships use increased values bigger ships higher bonus.
Speed
Slower speed for majority of ships, turning speeds, charge distances...together it means slower battle pace which allow player to match AI. Itī s no more ramming click fest. You have to position your ships more carefully. Re-ramming for light ships is causing less damage, for bigger it is harder to manauver.
Campaign speed
Differencies in campaign movement. Heavy ships are the slowest now (3900points), Transports are a little faster (4500) while the light ships being the fastest of them all (5100). In default everything has 4500 points.
Firepot Damage
Fire pot ship damage is increased 2x so they are a little more useful now.
Credits to authors of all lower mods as this mod is based around their work.
Naval Battle Mod
Realistic Land & Naval Battles
Naval Overhaul for Divide et Impera (great inspiration by fellow Hetairos and Sirandrewdrake)
Historical Naval Overhaul Vanilla
2) Roman Harpax
Hexarem ship with Ballista like weapon which is firing instead big harpoon with a rope to pull enemy ships close and board them afterwards. I make it playable as many other mods do, this ship was already in game but was never use by CA. Shipīs parameters are similar to other Assault & Tower Hexarems, so I let the crew be similar firstly with Triarii > Vet. Legionaries > Evocati Cohort as other roman Hexarems. These ships excel in boarding actions but have some limitations. Ships already engaged in boarding will be not pull to you. If there are some collisions of pulled ship and some other factors, the action could fail...There is nothing more I can do here. So better try to catch something alone like quicky moving archers ship around you. Harpax ships have the same multiplayer/campaign cap limit of 1 / 6. Whatīs more, in custom battle is presented only Triarii Harpax version as Rome could in custom use only Triarii Assault /Tower Hexarem with same 1 ship per battle limit. So I keep it same for Harpax version. In campaign you can recruit them alongside with other hexarems at similar cost.
HOW TO USE HARPAX:
-Use button for Boarding/Ramming action. You need to be in boarding mode (else the ship is behaving like normal ship.) Now you can attack enemy ship manually as the ship doesnīt have "fire at will" as other Missile/Artillery, yet when itīs in range with target ship it will fire harpoon and pull hit ship near so crew can board it after that. Harpax ship will remain static during this operation. Another problem - there is no red circle showing max range of harpoon. From experimenting it looks like archers range. This ship definitely need some skill yet itīs fun to play when you know how.
(Check Pictures. There are some taken in short time window to show how it looks like.)
-OR you can ram enemy ships like standart Hexarems...itīs still really big ship. 
Gallery
Operation
Original idea: Roman Harpax + Melle triremes, Naval walfare realism (credits to Kronuxen)
3) Little fix for Roman Hexarems
In Vanilla campaign Roman Tower Hexarems have campaign cap limit of six ship for Triarii and Evocati crew versions but Veteran Legionaries version has no limit (so clever player could create a lot of them in campaign)... So I set this version to share the same cap limit.
4) Artillery Ships
Crew of artillery ships was considered to be fixed artillery instead of naval artillery and thus the engine disable for them option to reinforce other armies. This small change will change it (Especially good for bigger port assaults leaded from sea where you need new artillery units)
Original idea: Fixed Artillery Ships (credits to crzyrndm)
5) Instant Transport Fleets
Increased the movement point cost of transition from land to sea for all units/agetns. So armies should leave only from ports and will not spawn instantly as fleets. Armies still are able to disembark at all current location back transition back to sea is prevented. So far AI is able to calculate movement correctly.
Original idea: Transports only through ports! (credits to illuminatirex)
6) Autoresolver
Because my mod is lowering stats for transport ships I try to update autoresolver to reflect these changes.
Original idea: Better Naval Autobattle (credits to NiKuTa)
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7) Realistic Ship Colors
This modification will make all ships look in more wooden way. They should be closer to historical reality. This change is available only in particular mod pack.
Original mod: Realistic Ship Colors (credits to Naja)
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8) Sea Sickness
Land units on transport are now subject to special debuff which is lowering their combat statistics (attack,defence,damage).
Original mod: Sea Sickness (credits to Magnar)
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9) Increased Movement Range
For testing purpose this version has 2x Movement points for all ships. It is greatly enhancing CAIīs ability to plan and move army/fleets around. This change is available only in particular mod pack.
Compatibility
- Designed for Vanilla at the moment. Major mods have their own floating stuff all around...
- Any graphical mods
- Any mods that change turns per year, or technology tree changes
- Patch 16.1 + EE + WoS
- Not compatible with other battle overhauls