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Navy Range Discussion [Lucy Opendev]

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4 years ago
Feb 25, 2021, 1:18:45 AM

This discussion is about the combat range of naval units compared to land units during specific eras. For the most part, commentary about the purpose of naval units, coastal luxurious, and other non-range topics should be posted to their respective threads


Naval units (including transports) are special as they are limited to coastal and ocean tiles. This entails they (for the most part) cannot establish outposts, raze city centers, or ransack land tiles. Such limitations are to be expected for situational units, but the range of naval units further hampers how effective they are against land units. 


Yes… naval units in Lucy OpenDev couldn’t attack land units, but that glitch seems to be amended for release. 


The-Cat-o-Nine-Tales wrote:

"Ranged naval units are already meant to be able to fire at land units when they are in the same battle. This was merely bugged in the Lucy OpenDev."


From the ancient era to the medieval era, naval units from the Pentakonter to Cog have one (1) range which is reasonable considering each periods' technology. The discrepancies between naval and land combat range emerges during the early modern era with the advent and widespread use of gunpowder, rifles, and cannons.


Early Modern:
Naval Unit
Combat RangeEarly Modern:
Land Unit
Combat Range
Carrack (Generic) 2 tilesArquebusiers (Generic)4 tiles
Man O' War (Generic) 2 tilesMusketeers (Generic)4 tiles
Galleass (Generic) 2 tilesMortar (Generic)8 tiles


Although land units have double the range of naval units despite many wielding small arms, the main issue is how great a restriction range has on naval units in combat


Navy vs. Navy 

Naval units fighting opposing fleet would have (approximately) the same range and terrain modifiers are rather minimal on water. Naval combat was more about friendly adjacencies, flanking, and focus fire. 


Navy vs. land

When naval units participate in combat against cities or land units, their tiny range effectively neuters the navy's combat effectiveness. Land units can just step out of the naval artillery's 2 range (if possible) and proceed to dish out damage without consequence. Functionally, such discrepancies in range make naval units undesirable until absolutely nessicary. 


I am not advocating to lower the range of land units, but merely to bring the navy's range to a comparable and competitive level for their era. Keeping the range of naval unit low or less then gunners does not provide interesting content for players as there is no question about which are better when a battlefield is half land and half water. I'm not expecting a ship to "take" a city, but I believe ships should be able to win by destroying a city's defenders.


Aside form the ships listed above, there are several units such as privateers and transport ships with lower range. The role of these ships are different thus may not need a large range increase compared to combat specific units. In a historical context, I may be wrong but I believe in-game functionality is important in this case. 


I'm eager to see what the community thinks about naval units and their relatively inconsequential range vs. comparable units. 

Updated 4 years ago.
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4 years ago
Feb 25, 2021, 2:56:23 AM

So it occurs to me without getting too much into specific tile types that two factors present off sets for this. 

I expect it's already included: Elevation of the land mass. - sea level shores allow firing but cliff faces or even hills prevent coastal bombardment.

Ship facing and ammunition type. In general a ranged land unit is presumed to be able to shoot in any direction. I wonder if bombardment should be a change in ship loadout akin to a siege weapon being built.

Updated 4 years ago.
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4 years ago
Feb 25, 2021, 3:50:45 AM

Naval unit's 2 range, especially compared with land unit's 4 range, is definitely too short.


As OP said, the primary concern is navy vs. land combat. Due to the nature of tactical battle map, most of the naval units participated in a land war will be play a supporting role - provide supporting fires, bomb city defenses, shell enemies, etc.


With only 2 range, it is hard to imagine a navy can effectively do all these bombing and shelling. If a navy is supporting a landing campaign, then they can only cover 2 tiles from the coast to support the landing army, while the enemy can safely stay at 4 tiles away and murder all the landing troops. In addition, with their 4 ranges, the ranged land units can hit a navy in a place that navy cannot reach, which is not only unrealistic but also unfair for the naval play.


Humankind's territory system also means that one can control and developing a coastal territory without actually building too much stuff on the coast. Most of the cultures will only have a couple of Harbors and Markets on the coast. As a result, a 2 ranged navy is very much not a threat even if a culture have some costal territory, since the majority of the quarters on that territory can be inland. However, a 4 ranged navy can hit a lot more stuff inland, actually support an amphibious war, therefore increased their effectiveness and combat significance quite a lot. 


I would suggest raise the range of Early Modern generic naval units to 4-5 tiles. This way, they can fulfill their crucial supporting role, while not being as long range as a Mortar (8 tiles). (The guns of IRL Age of Sail ships were usually a bit weaker than the most powerful land-based artillery pieces, due to the limitation of wooden ship structure. Nobody want their ship dismantling itself during a salvo.)


In case of naval units before Early Modern Era, I actually think give Cog a 2 range won't be a bad idea. Medieval Cogs were usually fought with archers on board, and Archers as a land unit already has a 3 range. The 1 range difference can be understand as the ineffectiveness created by ship motions.

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4 years ago
Feb 25, 2021, 5:14:44 PM

Seems to me that this is not an oversight, but an intentional design to make it such that Naval units can not bombard land units on coastal tiles without Land units having any recourse (other than running away). Whether you agree with this design choice is another question. 

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4 years ago
Feb 25, 2021, 7:49:08 PM
Jelmore wrote:

Seems to me that this is not an oversight, but an intentional design to make it such that Naval units can not bombard land units on coastal tiles without Land units having any recourse (other than running away). Whether you agree with this design choice is another question. 

Navy is supposedd to bombard land units. The fact that they don't is a bug, not a design choice.

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4 years ago
Feb 26, 2021, 1:04:34 AM

I think you may have misunderstood what I was trying to say. I said bombard without recourse, not not bombard period.

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4 years ago
Feb 27, 2021, 1:31:43 PM

I agree that same era Naval Bombardment should be equal to, if not more than, the Mortar Artillery capability in power and Range. And Contemporary Artillery ships should be able to just use Tactical Ballistic Missiles and get rid of a in-battle range limit--assuming Human Kind doesn't have a unique system interaction with Ranged artillery strikes for units past the Mortar era. 


Making Naval units worse than Land Artillery units has the innate effect of making legit naval warfare potentially too expensive and useless, compared to spamming population as land based armies.

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4 years ago
Mar 3, 2021, 4:02:33 AM
Jelmore wrote:

I think you may have misunderstood what I was trying to say. I said bombard without recourse, not not bombard period.

Matchlock rifles should definitely be able to use their superior range to bombard Naval units without recourse, though, right?

At least land units getting bombarded without recourse makes historical sense in this game that is supposedly based on history. This is an absolutely atrocious design decision and whoever made it should have their head examined.

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4 years ago
Mar 7, 2021, 1:07:29 AM

Maybe the answer isn't increasing the range of naval units across the board, but using naval units specifically designed for artillery support? The concept of regular shore bombardment by a large array of vessel types, I suspect, is a fairly recent concept. I believe early examples utilized bombards not commonly found on those ships. I think the concern may be naval units being better at land combat than land units (though I do understand that coastal areas being, well, coastal, is a hard limit naval units' usefulness.

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4 years ago
Mar 21, 2021, 7:58:56 PM
Roulain wrote:

Maybe the answer isn't increasing the range of naval units across the board, but using naval units specifically designed for artillery support? The concept of regular shore bombardment by a large array of vessel types, I suspect, is a fairly recent concept. I believe early examples utilized bombards not commonly found on those ships. I think the concern may be naval units being better at land combat than land units (though I do understand that coastal areas being, well, coastal, is a hard limit naval units' usefulness.

It seems that at least according to Humankind Wiki there is a unit trait called "Bombard" which allows the following: "Can bombard districts and battlefields from out of battle". It is possible that we won't see proper naval vs land battles (prob historically accurate but disappointing from gameplay perspective) but more like naval support of land battles/amphibious landing from ranged naval units outside of battlefield. 


By the way does anyone know the full line-up of Naval units in the game? esp wth regards to the last two eras

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4 years ago
Mar 21, 2021, 9:56:19 PM
AndreyP wrote:
Roulain wrote:

Maybe the answer isn't increasing the range of naval units across the board, but using naval units specifically designed for artillery support? The concept of regular shore bombardment by a large array of vessel types, I suspect, is a fairly recent concept. I believe early examples utilized bombards not commonly found on those ships. I think the concern may be naval units being better at land combat than land units (though I do understand that coastal areas being, well, coastal, is a hard limit naval units' usefulness.

It seems that at least according to Humankind Wiki there is a unit trait called "Bombard" which allows the following: "Can bombard districts and battlefields from out of battle". It is possible that we won't see proper naval vs land battles (prob historically accurate but disappointing from gameplay perspective) but more like naval support of land battles/amphibious landing from ranged naval units outside of battlefield. 


By the way does anyone know the full line-up of Naval units in the game? esp wth regards to the last two eras

Privateer -> Torpedo Boat [U-boot] -> submarine

man o war -> ironclad-> dreadnought

was there some steam frigate coming up from frigate too or am I mixing things up?

aircraft carrier and later on cruiser

with transport ship

probably no destroyer is a notable thing

something like that from top of my head based on the holy blurred tech tree


About the ships shooting land I think coastal bombardment should keep be very coastal until later eras (end of industrial) when naval support should be way more prominent

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4 years ago
Mar 22, 2021, 9:53:54 AM
MasterPaw wrote:

Privateer -> Torpedo Boat [U-boot] -> submarine

man o war -> ironclad-> dreadnought

was there some steam frigate coming up from frigate too or am I mixing things up?

aircraft carrier and later on cruiser

with transport ship

probably no destroyer is a notable thing

something like that from top of my head based on the holy blurred tech tree


About the ships shooting land I think coastal bombardment should keep be very coastal until later eras (end of industrial) when naval support should be way more prominent

Thanks! Looking at your comment and blurred picture it appears than indeed in the industrial era we will have Ironclad and Steam Frigate with presumably Ironclad being the main range/bombard type of ship. Also there is a supporting topedo boat (which has range of 4!) and I am not sure how these three will balance each other as well as land bombardment.


So it seems the line up is following:

Transport vessels (replacing land units, also act as short-ranged naval unit): Transportation Galley (Classical) -> Caravel (Early Modern) -> Landing Craft (Contemporary)

Naval main: Pentekonter (Ancient, melee) -> Quadrireme (Classical, melee) -> Cog (Medieval, melee) -> Carrack (Early Modern, ranged) -> Steam Frigate (Industrial, ranged) -> Missile Cruiser (Contemporary, ranged)

Naval raider: Privateer (Early modern, melee) -> Torpedo boat (Industrial, ranged) -> Nuclear Submarine (Contemporary, ranged)

Naval bombard: Man'O'War (Early modern, ranged) -> Ironclad (Industrial, ranged) -> Battleship (Contemporary, ranged)

Naval carrier: Aircraft Carrier (Contemporary, allowing to  presumably have some melee/anti-air strength alongside ability to store fighters/bombers)

 

This line up looks not bad especially when it's just base game without any DLCs however it immediately raises several questions:


1. If I remember correctly from OpenDec, your troops can't board any ships including Pentekonter (if anyone remember please confirm). So until classical era your units can't sail/conquer islands and your ships aren't really useful.


2. There is no Medieval or Industrial transport vessel. And while in case of medieval you can still see your troops using galleys (although they will be quite vulnerable) I can't see industrial era units performing landing in Gallipoli using caravels. Some form of steam troopship or barges would make a lot more sense and fill the gap nicely.


3. Medieval era kinda miss either naval transport or another naval short-ranged vessel to fill the gameplay nicely. It's especially visible comparing to Early modern era which has incredibly nice variety of ships.


4.  While it's great to see ironclads and steam frigates in Industrial era there is a whole lot of preWW1 and WW1-early WW2 ships which had huge historical as well as military impact and they are missing from the game - pre/dreadnoughts, light/heavy cruisers, destroyers. Having at least one of them at the end of Industrial era in main Naval range would fill the gap nicely between frigates and missile cruisers (esp at the time Germans get uboats).


Feel free to add your suggestions, maybe we'll get this modded pretty quick once the game is out.



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4 years ago
Mar 22, 2021, 1:57:41 PM
AndreyP wrote:
1. If I remember correctly from OpenDec, your troops can't board any ships including Pentekonter (if anyone remember please confirm). So until classical era your units can't sail/conquer islands and your ships aren't really useful.

Correct. I remember someone telling me back in the Stadia that I could board troops onto the normal naval vessels in order for them to have more movement speed in the oceans, but that was-and-is a lie in both the Stadia Opendev and Lucy Opendev.

Updated 4 years ago.
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4 years ago
Mar 22, 2021, 5:32:50 PM
Roulain wrote:
Maybe the answer isn't increasing the range of naval units across the board, but using naval units specifically designed for artillery support? I think the concern may be naval units being better at land combat than land units (though I do understand that coastal areas being, well, coastal, is a hard limit naval units' usefulness.

I would like to mention that initiating combat requires units to be adjacent on the map. If a ship initiates a fight against a land unit, we can be sure those land units are on the beach or close enough to the shore. If the battlefield generates with too much land in this scenario, those land units are in no danger whatsoever of losing as their command tent (capture point) would be on land and themselves out of range of the ship's guns. 


Unlike land units, ships cannot disembark their crew to participate in land warfare. 


AndreyP wrote:

It seems that at least according to Humankind Wiki there is a unit trait called "Bombard" which allows the following: "Can bombard districts and battlefields from out of battle". It is possible that we won't see proper naval vs land battles (prob historically accurate but disappointing from gameplay perspective) but more like naval support of land battles/amphibious landing from ranged naval units outside of battlefield. 

Such ability starts in the industrial era and continues into the contemporary era. Industrial era units, abilities, and technologies were not in Lucy, thus only so much can be discussed or speculated about with any certainty here. 


I hope the industrial naval units have better range then what the early modern ships have been provided so they can play a significant roll in various combat theaters.


AndreyP wrote:
Looking at your comment and blurred picture it appears than indeed in the industrial era we will have Ironclad and Steam Frigate with presumably Ironclad being the main range/bombard type of ship. Also there is a supporting topedo boat (which has range of 4!) and I am not sure how these three will balance each other as well as land bombardment.

As mentioned before, too much is unknown about eras beyond the Early Modern to discuss with certainty. I suspect torpedo ships will only be able to attack water-based units as they have a different class trait (torpedo boat) despite appearing to have 4 range (info from Humankind wiki). 


AndreyP wrote:
1. If I remember correctly from OpenDec, your troops can't board any ships including Pentekonter (if anyone remember please confirm). So until classical era your units can't sail/conquer islands and your ships aren't really useful.

Embarking units starts in the classical era and naval vessels are unable to set-up or claim territories. The ancient era only lasts so long... so there is not many determents to putting off far flung claims. 


AndreyP wrote:
2. There is no Medieval or Industrial transport vessel. And while in case of medieval you can still see your troops using galleys (although they will be quite vulnerable) I can't see industrial era units performing landing in Gallipoli using caravels. Some form of steam troopship or barges would make a lot more sense and fill the gap nicely.
AndreyP wrote:
3. Medieval era kinda miss either naval transport or another naval short-ranged vessel to fill the gameplay nicely. It's especially visible comparing to Early modern era which has incredibly nice variety of ships.

The Norse Culture have a monopoly on medieval transport vessels that can also freely cross deep water. I believe this is intended and provides a niche to a very water oriented culture in the times when knights roamed freely. The range on medieval or prior era vessels is unlikely to improve as the technology was just not there at that point. 


AndreyP wrote:
4.  While it's great to see ironclads and steam frigates in Industrial era there is a whole lot of preWW1 and WW1-early WW2 ships which had huge historical as well as military impact and they are missing from the game - pre/dreadnoughts, light/heavy cruisers, destroyers. Having at least one of them at the end of Industrial era in main Naval range would fill the gap nicely between frigates and missile cruisers (esp at the time Germans get uboats).

I'm afraid only so much can be included in a game of this caliber without bogging down development. Perhaps, in a later expansion, the devs. will expand upon the naval aspect of Humankind but it is too close to release for feature creep. 


As it stands, naval units can be competitive from the ancient to medieval eras but drop off significantly in the early modern due to their humbling range. The industrial era may be that turning point naval units need to become viable, but only so much is currently known about that era. 

Updated 4 years ago.
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4 years ago
Mar 22, 2021, 5:51:49 PM

one way to allow coastal bombardment witohut making ships OP could be to either have big range with penalty dmg vs land, or have big range which is reduced on land (like 1 tile of land count as 2 of sea) but this would probably mess up scale be unfair vs artillery and confusing

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4 years ago
Mar 22, 2021, 11:12:10 PM
RNGZero wrote:


AndreyP wrote:
1. If I remember correctly from OpenDec, your troops can't board any ships including Pentekonter (if anyone remember please confirm). So until classical era your units can't sail/conquer islands and your ships aren't really useful.

Embarking units starts in the classical era and naval vessels are unable to set-up or claim territories. The ancient era only lasts so long... so there is not many determents to putting off far flung claims. 

Well, I agree that indeed ancient era is quite short and if you really need you can go from sailing  straight to expeditions (although need half of ancient era techs for it) and still try to settle coonies as Phoenicians.

It would be just nice if ancient ship had an ability to onboard one unit and get him around before ancient era ends. 

I guess ship boarding opportunity has been removed from the game, could be quite useful at least for those early ships (used to think that class "boarding vessel" grants you that).



RNGZero wrote:


AndreyP wrote:
2. There is no Medieval or Industrial transport vessel. And while in case of medieval you can still see your troops using galleys (although they will be quite vulnerable) I can't see industrial era units performing landing in Gallipoli using caravels. Some form of steam troopship or barges would make a lot more sense and fill the gap nicely.
AndreyP wrote:
3. Medieval era kinda miss either naval transport or another naval short-ranged vessel to fill the gameplay nicely. It's especially visible comparing to Early modern era which has incredibly nice variety of ships.

 The Norse Culture have a monopoly on medieval transport vessels that can also freely cross deep water. I believe this is intended and provides a niche to a very water oriented culture in the times when knights roamed freely. The range on medieval or prior era vessels is unlikely to improve as the technology was just not there at that point. 

Fully agree with Norse having strong and deep water navigating ships (which have ranged attack according to wiki?), the main problem is that others still have to use transportation galley. WIth Cog strength at 33, Norse ship at 35, the galley with 18 strength carrying your precious knights would be dead after single attack. Some medieval transportation ship with strength of 25-26 would fill the vacuum up till Caravel (37).



RNGZero wrote:


AndreyP wrote:
4.  While it's great to see ironclads and steam frigates in Industrial era there is a whole lot of preWW1 and WW1-early WW2 ships which had huge historical as well as military impact and they are missing from the game - pre/dreadnoughts, light/heavy cruisers, destroyers. Having at least one of them at the end of Industrial era in main Naval range would fill the gap nicely between frigates and missile cruisers (esp at the time Germans get uboats).

I'm afraid only so much can be included in a game of this caliber without bogging down development. Perhaps, in a later expansion, the devs. will expand upon the naval aspect of Humankind but it is too close to release for feature creep. 


As it stands, naval units can be competitive from the ancient to medieval eras but drop off significantly in the early modern due to their humbling range. The industrial era may be that turning point naval units need to become viable, but only so much is currently known about that era.

True, you don't want to overcomplicate base game with many additional units, it's just a bit strange that steam frigates and torpedo gunboats are in the game while destroyers and armored cruisers are not.

Providing we'll be able to mod the game and add models I can see these units will be added by the community. There are number of great ww ships art which can serve as unit icons in Humankind) 

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4 years ago
Mar 22, 2021, 11:35:41 PM
AndreyP wrote:
The main problem is that others still have to use transportation galley. WIth Cog strength at 33, Norse ship at 35, the galley with 18 strength carrying your precious knights would be dead after single attack. Some medieval transportation ship with strength of 25-26 would fill the vacuum up till Caravel (37).

I believe that is the intent as land focused cultures shouldn't be just as good as a water oriented culture on the seas. The industrial era also lacks an updated transport ship while the str. of combat vessels is likely to swell. Cultures will need to actually escort their troops with proper naval units if they are looking to land on another continent or invade both in the medieval and industrial eras. Sure, the Norse have the advantage on water but that does not mean other medieval cultures cannot attempt to have a presence on water. 


With adequate range on early modern vessels, they could actually play a support role if/when battles include a smidgen of water. The battle may have not been initiated by a naval unit, but with enough range they could actually do something to assist. 



Updated 4 years ago.
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