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Naval Rules Revision from Phase 15
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Vextor




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PostPosted: Fri Mar 09, 2007 12:15 pm    Post subject: Naval Rules Revision from Phase 15 Reply with quote Add User to Ignore List

In going towards a more "reasonalble" naval environment, the following will basically replace our current naval rules. These are not permanent, because in the distant future I plan to make naval stuff really different from conventional stuff. However, these guidelines should stay for at least half a dozen phases or so.

First I'll just post the entire text.


Attacking by Sea

Any nation that owns a port city may launch an attack on any other port city in the world. However, when passing through naval regions not owned by yourself, your ally, or a trade agreement partner (safe waters), your naval force can be intercepted (rules on interception is explained later) on non-safe waters. However, before a
nation is able to attack the port directly, they must have a naval battle outside the port region and win maritime superiority over the port. After this is won, the nation
can lay siege upon the port region in the following phase.

For this reason, it takes 2 phases for a nation to possibly win a port region by way of sea. If a nation loses, forfeits, or discontinues a direct siege by sea, their maritime superiority over the port will also evaporate, and thus they will have to restart the entire conquest from scratch.

When attacking naval regions owned by another nation, a full naval battle results (with three turns). The winner gains the naval region. In the case of attacking neutral naval regions (regions that are not owned by any nation), there is a chance that no battle
will happen, but in the case you encounter pirates or monsters, the battle will take only one turn. If the attacking nation wins that turn, they will gain the naval region.

Lastly, when a nation owns a naval region that is completely disconnected from their nation, and if there are no active military acts being performed in the area (such as an in-process naval campaign that has become cut-off due to other cicumstances), the nation will have no means to defend such a region when attacked. Under those circumstances, these naval regions will be treated as "neutral."

Buying Ships

To launch a naval attack, your nations needs to have at least one vessel in its possession (regarding the purchase of vessels, refer to Chiepoo & Co's Trading Store) with a minimum of a Captain. There is no limit to the amount of vessels a nation can have (unlike naval units) but if a nation was to lose all its port regions, all of the vessels would be in command of the invading nation.


Crew Members

Each ship must have a Captain, and they can also have Artillery and Marines regiments on board:

Captain - A ship must have a captain. If the captain of a ship is defeated in battle, the rest of the crew will suffer 10% reduction in their soldier count in the following turn (much like having your duel declined).

Artillery - In charge of manning artillery equipmnet if the ship is equipped with such specials (explained later).

Marines - In charge of using direct combat equipment of the ship is equipped with such specials (explained later).

The Captain, Artillery and Marines can be changed at the latest by the DOI of that particular phase (you can submit the changes with your DOI). You can change them before DOIs are due, but not after. You'll have to wait until the end of the phase then to change the crew.

In your rosters/turn commands, all you would need to do is state what ship(s) you'll be sending to the battle at sea. You can only use the crew members currently on your available ships (that are fixed by the time of DOIs) to fight in the navy battle. Once
Cyan has stated they'll be sending "The Fluff" against Magenta's port, then they cannot use the crew members anywhere else in the phase.

If there are units assigned as crew members on a ship but you're not fighting a naval battle then they are free to be used anywhere else on land. If a naval battle is forfeited then you can reassign units in the same manner as you would do with a land battle.


Lending, Borrowing, and Renting Ships

Ships can be lent to allies, but with only one unit as the Captain. The Artillery and Marines would have to be provided by the normal deadline (DOI). Mercenaries are free to hire their boats out to anyone. They don't have to be a member of the ship they're hiring out if
they don't want to be - however, just like other ships, mercenary ships must be hired before before DOI submission to be usable for the phase.

Intercept

When you must pass through non-safe waters to arrive at your destination, a number of things can happen:


  • When passing through naval regions not owned by anybody (neutral naval regions), there is a chance that you will be attacked by monsters or pirates. These will not cause a battle, but will automatically result in your forces being reduced by 25% (there are special cases however where battles will erupt - typically event related). Multiple instances of such attacks can occur when passing through multiple neutral naval regions. The chance of such an attack happening can be drastically reduced if your crew members are naval units (more the better).

  • When passing through naval regions owned by nations that only have a non-aggression pact with your nation, or have no agreements but are diplomatically neutral to your nation, they can intercept your attack force and block your passage or attack your naval force (or simply ignore you and let you pass). If they request your forces to leave, you have the option to acquiesce to their request, or you can decline and engage them in a battle. In such cases, these battles will only last for one turn, and will take place during the intercept phase after the DOI is posted and both parties are contacted (to make sure turn 1 happens without delay). If the attacker wins this battle, they can continue on with their conquest (with whatever damages sustained). If they lose, their naval campaign must be canceled.

  • When passing through naval regions owned by enemy nations, a battle can take place immediately for one turn (intercept battle), or the defending nation may elect for a full phase battle. If the attacker wins the intercept battle, they can continue on with their conquest (with whatever damages sustained). If they lose, their naval campaign must be canceled. However, if the defender selects a full phase battle (as long as they have enough unused ships with crew), the campaign will be stalled regardless of the battle result although the winner will gain (or retain) that particular naval region.


Specials
Some ships have special equipment or abilities which affect their effectiveness under certain circumstances:

Defense Bonus for Marines
- All of the specials listed below will give the same defense bonus (roughly 20%) to crew members assigned as "marines" on the ship:
Battering Ram
Corvus
Haunted
Luxury
Reflective Paint
Vegetation



Attack Bonus for Artillery
- All of the specials listed below will allow crew listed as artillery cause damage to enemy crew by roughly 10% of their total soldier count before engagement:
Ballista
Catapult
Culverin
Gimbal Compass
Syphpnopho-Rami


Rune Weapons - These extremely powerful weapons mounted on ships can simply defeat one enemy regiment once / phase when used by the ship's artillery
regiment (however, no victory count will be awarded in this case):
Rune Cannon
Eye Cannon


Shallow Draft - Ships with shallow draft will gain a 20% defensive bonus for all its crews when fighting in inland seas, lakes, or rivers. Out in the open water they suffer significant defensive penalties (50%) for all its crews members due to these vessels not being sea-worthy.

Sanctified
- Sacntified ships give all its crew members a 20% defensive bonus when fighting against undead and other "creatures of the night." They can also cancel out the effects of enemy ships that have "Haunted" as their special.

Submersible - Ships with this special can not be intercepted unless nations owning naval regions that these ships pass through have special items that can detect underwater movement.


Additional PP usage method due to new naval rule:


1) Supply Convoy (2PP) -

Sending a supply convoy allows a nation to send an armed supply convoy to regions (including naval regions) that are cut-off. A nation can send a roster of three units that will fight when they are intercepted in enemy waters. However, if these units are mostly naval
units, they have a good chance of evading enemy detection (the same would be true with any of the intercept options outlined above). A supply convoy roster will be composed of only one ship, and thus whichever vessel you assign as the "convoy protector" will be the only ship (and crew) that cen be used in an intercept battle.


Clarification on "Incercept Turn"

An "Intercept Turn" will basically be a new turn that will happen between DOI Submission and Turn 1. This turn will not always happen because it depends on whether there will be any possible naval intercepts. If these happen, intercept battles or negotiations will happen between nations. Nations will not send in battle orders or anything, because this must be submitted with the DOI.

Various factors play into whether an intercept is successful, but what is most important is the presence of naval units. However, besides that, having a full crew, the stats or your ship (such as range, speed, etc), political situation between the nations involved, rogue/monster activity in the area, and a few other factors will also influence an intercept. For example, nations will likely have more patrol ship sin waters that border their enemies instead of against those which whom the have non-aggression pacts arranged. Some nations may arrange deals with other forces (such as pirates) to distract other nations to increase their success rate.

However, a full blown naval invasion armada will most likely be spotted by anybody, so no nation needs to worry that, "anybody can attack any port now!"


Note on "Rogue Factions"
Because "Rogue Factions: are not "nations," the above rules typically do not apply to them. For example, Rogue Factions do not need supply lines due to having no need to "run a nation" and thus supplies are not required. Also, due to the fact that they have no "political affiliation," all naval waters are "neutral" to them, and thus their rules in triggering intercepts would be very different.


Last edited by Vextor on Fri Mar 09, 2007 2:53 pm; edited 1 time in total
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Scarlet Assassin

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PostPosted: Fri Mar 09, 2007 12:32 pm    Post subject: Reply with quote Add User to Ignore List

Will the intercept turn result in Victory counts for victorious units?
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Vextor




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PostPosted: Fri Mar 09, 2007 12:38 pm    Post subject: Reply with quote Add User to Ignore List

Yes, indeed. They'll be done just like any other battle.
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PostPosted: Fri Mar 09, 2007 12:43 pm    Post subject: Reply with quote Add User to Ignore List

Can ships still sail through uncharted seas if they have no way to get somewhere by following the naval routes?
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Vextor




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PostPosted: Fri Mar 09, 2007 1:33 pm    Post subject: Reply with quote Add User to Ignore List

If a naval route already exists, then that's what ships will generally take.
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PostPosted: Fri Mar 09, 2007 1:55 pm    Post subject: Reply with quote Add User to Ignore List

Whew! You were right about us needing some time to wrap our heads around this!

Now how does one go about getting their ship equipped with those specials?
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Last edited by Yvl on Fri Mar 09, 2007 1:59 pm; edited 1 time in total
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PostPosted: Fri Mar 09, 2007 1:58 pm    Post subject: Reply with quote Add User to Ignore List

These changes make very much sense. Thank you for the improvement Vextor.
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PostPosted: Fri Mar 09, 2007 2:02 pm    Post subject: Reply with quote Add User to Ignore List

Quote:
Now how does one go about getting their ship equipped with those specials?


You don't, when you send in the descriptions for a new vessel the admins arbitrarily decide whether or not you are granted a special like one of those listed above on the ship, there's nothing more to it than that currently, you can't buy them for example.
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PostPosted: Fri Mar 09, 2007 2:42 pm    Post subject: Reply with quote Add User to Ignore List

I don't see how this explains the naval route thing alluded to in the new lending rules. Can we only lend units via ships for use on the ship if it's only a sea route? Or are the intercept rules the ones applied to the lending rule?
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Vextor




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PostPosted: Fri Mar 09, 2007 2:59 pm    Post subject: Reply with quote Add User to Ignore List

Exile wrote:
Quote:
Now how does one go about getting their ship equipped with those specials?


You don't, when you send in the descriptions for a new vessel the admins arbitrarily decide whether or not you are granted a special like one of those listed above on the ship, there's nothing more to it than that currently, you can't buy them for example.



Not entirely accurate because we don't put those on "arbitrarily." These depend on how ships are submitted to us. Certain ship-types will tend to get certain equipment, but more often than not these come with some penalties.


Darkwing Duck wrote:
I don't see how this explains the naval route thing alluded to in the new lending rules. Can we only lend units via ships for use on the ship if it's only a sea route? Or are the intercept rules the ones applied to the lending rule?


If you're lending a unit to an ally, you'd need to make sure you have an active supply route.
These lent units obviously would need to be on a ship when they are sent to their allies for help, which means they have a chance of being intercepted in applicable "non-safe waters." It may even be necessary to protect them with "Supply Convoys" to make sure they arrive safely at their destination.
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PostPosted: Fri Mar 09, 2007 7:15 pm    Post subject: Reply with quote Add User to Ignore List

If a land battle is forfeited are there any conditions for sending members from that battle to a naval one?
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Vextor




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PostPosted: Fri Mar 09, 2007 7:24 pm    Post subject: Reply with quote Add User to Ignore List

That'd be impossible because it'd be too late. Ship rosters must be submitted with the DOI.
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PostPosted: Fri Mar 09, 2007 8:07 pm    Post subject: Reply with quote Add User to Ignore List

If lending a ship out to an ally, does it have to pass through water, or can it be portaged across land?
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Vextor




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PostPosted: Fri Mar 09, 2007 8:44 pm    Post subject: Reply with quote Add User to Ignore List

Logically you can't, because you can't lend a ship without the captain being your own nation's member, and you can't send your own member to another nation unless there is an active supply route.
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PostPosted: Fri Mar 09, 2007 11:11 pm    Post subject: Reply with quote Add User to Ignore List

Do neutral maritime territories cut off a nation's supply lines now?
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