
For example North Sea was always a place where naval engagements happened on small distances. With each sea type having different properties, different techs will give small bonuses for some of them. Anyway, we still have like 15 sea types now. So my idea of simulating certain units not being suited for certain conditions died with it. Keep it mind that ability to deal damage based on unit Strength is lowered when unit is damaged, which is actualy logical.Īnother thing that I had huge hopes about, but they were squashed by bugs. And here we have probably most impactful change of this version. Bigger ship can take more damage generaly speaking.Ģ.5-Strength - how much damage can ship take, but also affect damage done to the enemies. So for example it's useless when fighting against SUBs or pure fleets.Ģ.4-Hull - reduced the damage taken. Also due to the engine limitations I extended it to "how easy it is to hit/damage something important in your ship".Ģ.3-Positioning - all it does is increaseing the chances of attacking high value target in combat. Second - all naval units stats were reworked completely with new approach to what each stat actualy does.Ģ.1-Sea Attack - basicaly ability to hit things, but also impact how hard you hit them.Ģ.2-Sea Defence - how hard it is to hit you. I leave to You to figure out what gives what, what to research and what isn't necessary. I will copy/paste all change log 10.30 - 10.32.įirst - almost all techs were deleted and replaced with new, more detailed ones. so now we have also different kind of sea provinces that apply, also, different bonus/minus (artic, tropical.).

In land provinces we have 'mountains', 'hills', 'urban', jungle. The most important change is that, now, devs have included different kind of terrains for sea provinces. Originally posted by ghetto:what are changes between 10.2&10.32?
