



(Except that one bloodline)Īnd can you see Beastmen raising a mercenary fleet? ´Cuz I sure don´t!Ħ)Paid DLC- at least, the addition of naval warfare would basically need to be a game of it´s own.Ĭompare adding all of the above with adding Two LL´s, two new campaign mechanics and a few new units, which is the content of a typical dlc.ġ) I get where you're coming from, and I agree that the content end would be big- like a faction DLC.Ģ)I don't think the mechanics are nearly as bad as you think, but I'm not in a position to build it myself so I can't prove it.Ĥ) Well, navies are supposed to be difficult to create. Plus- see now we´re talking advanced new mechanics where Vampire Counts for an example would have to capture cities from a seafaring nation to build -their- ships, which would be fairly odd since they don´t have archer or know how to use gunpowder to any extent. But it´s on top of everything else.Ĥ) Pretty sure, it´d be a fun novelty, but I would not looking forward to building shipwrights, to make a navy, with it´s own upkeep and micro, every single time I needed to cross a body of water.ĥ) Really, so some races would get navies and with it the ability to attack and defend coastal areas and expand to different continents, while others should be stuck to land or stuck with generic mercenary fleets?

Uncredible:1) This is not about people objecting to getting sea monsters, this is about the staggering amount of work and content that´d be needed to make it a thing.Ģ) It would take a huge amount, ships do not move like a big monters do, there´d be wind strenght and direction to take into account, oars vs sails vs monsters vs fueled engines, "it´d be little different than coding siege battles" isn´t really accurate.ģ) Fair.
