Navies in the Imperator era
Naval combat in Imperator: Rome at release was in many ways inherited from its predecessor, EU: Rome. That system builds on ships having a chance of ships targeting other ships and dealing damage to them, sometimes even being able to deal damage to their own friends. The EU: Rome system also had only one type of ship, with modifiers representing the differences in naval design as well as tactics between the various parts of the map, most notably the discrepancy between naval philosophy between the eastern and western Mediterranean.
While functional, especially for small engagements, we felt this system did not adequately reflect the realities of Hellenistic and Roman naval combat. What were these realities then?
Detailed accounts of naval battles from the era are actually somewhat sparse. Historically navies were made up by a great variety of different types of ships, with different roles. Normally ships from this era are classified by the number of rowers in one section used to propel them. A three (or Triere) is bigger than a two but smaller than a six (Hexere) and would be used for different purposes.
A directed naval battle would often involve galleys forming a line of battle, with the goal of preventing the opposing side from forcing through it. The primary ways for ships to engage were bombardment using arrows and artillery, boarding and ramming. Heavier ships would generally be taller, and harder to board. Ships heavier than 2’s or 3’s would also generally be “Cataphract” - covered - to protect from arrows.
Over time ships would grow bigger and bigger, especially in the confrontations between the big and very rich successor kingdoms in the eastern mediterranean. In the western mediterrenean ships would never be as big and with the ascendance of the Roman Empire the custom to build the bigger ships would be forgotten, with the battle of Actium generally being regarded as the end of the Big ship era.
At the start of our game however, and for most of the timeline the trend in the east was to build greater and greater ships, with some truly huge galleys seeing the day of light. The use for these enormous ships (with 10 sections of rowers or more) remains a point of discussion to this day, William M Murray argues that these behemoths of the sea were more useful for siege craft, used for naval assaults on the many ports of the Aegean, the Levant and Asia minor. Their big marine attachments, huge and very heavy high quality rams (a modern laboratory test concluded that the heavier rams in use in this era are impressive even in the light of modern engineering) used to capture ports, by forcing through floating barriers, as well as carrying full siege engines and catapults on board. The various ways to do the latter was something greek navies specialized in general in, with manuals written at the time for how to best conquer or defend a port by sea.
The super heavy ships (which in Imperator is considered to be anything above 8 sections of rowers) were never extremely common, but they did have a given place in the navies of the east and we have wanted to include them and their role, and so our rework is inspired by Murray’s work.
Ships & Naval Battles


The Ship Types:
- Light Ships: (High maneuver and Extra Morale Damage dealt, useful on flanks and possibly in first row) - Does not require Wood.
- Liburnian: Uncovered Bireme. Cheap. Very light ship. Very quick. Used by Pirates near our start but is later one of the main Roman war vessels.Deals low damage against all but has Extra Morale Damage dealt. 6 Maneuver allows targeting ships far away in battle.
- Trirere: Could historically be covered or uncovered. Light ship but heavier than the Liburnian Biremes. Also very Quick. A bit more expensive and takes more damage than the Liburnian. 4 Maneuver.
- Medium Ships (Fours &, Fives, Sixes & Sevens) - Better staying power but much slower. Historically these are ships that would go prow-to-prow. Much more efficient at both Ramming (strength damage) and Boarding. Vulnerable to the sides against lighter ships. Requires Wood.
- Tetrere/Trihemiolia: Cataphract with Four Rows. More costly and for a long time the standard ship in any navy.Does not excel at anything but is also not bad at anything. 3 Maneuver.
- Hexere: Cataphract. 6 Rows. Much Slower but still in widespread use for much of the era. Extra Strength Damage dealt 1 Maneuver.
- Heavy Ships (Eights, Nines, Tens up to Sixteens and Forties) Extremely expensive. Huge Rams, fitted with Catapults and siege weapons. Vulnerable to being isolated and attacked from many sides. Stopped being used entirely around the end of our game but during the greek era could make up as much as 30% of a fleet. Requires Military Traditions to unlock.
- Octere: Heavy and Expensive. The warelephant of the seas.Takes less strength Damage. Deals more damage against all. 0 Maneuver (so cannot engage unless opponent is directly in front of it).
- Mega Polyreme - Extremely Expensive. Represents ships of size 10 and up. Withstands more strength damage. Can create a breach on a seaside fort. 0 Maneuver.

Capturing ships
When a ship reaches 0 morale while not yet being at 0 strength there is a chance it will be captured. Capture chance will be based on the type of ship that was targeting the removed ship and the removed ship itself. Mediums and heavies have slightly higher chances to capture lighter ships, but since lighter ships deal more morale damage they will get more chances to capture ships overall. A fleet of only light ships is far more likely to take a higher number of prizes in any given battle.
A captured ship is still removed from battle but will be added to the opposing navy that the capturing ship belonged to.
Naval Tactics

Naval Power Projection Unit Abilities:

- Capture Port: Unit ability that can be used by a navy that has 5 Heavy Ships in it. Takes direct control over an unfortified port. Useful for establishing a beachhead before a full on naval invasion.
- Port Raid: Unit Ability that can be used on a fortified port with an ongoing siege by a navy that has one Heavy Ship at above 95% strength in it. Creates a breach immediately. Reduces strength of Heavy Ship by 30%.
- Port Assault: Unit Ability that can be used on a fortified port with 1 fort level by a navy that has one Hyper Galley at full strength in it. Reduces that fort by one level and reduces strength of the Hyper Galley to 20%.
Naval Range

Navigable Rivers

Naval Terrain

- Open Sea: No combat modifiers
- Coastal Sea: Used in archipelagoes and in areas adjacent to land, defender advantage.
- River Terrain: Navigable rivers will favor the defender and greatly favor lighter ships.
Omens & Religions


Converting Religion

- A majority of the free (non slave) pops in your capital must follow the new faith.
- In a Republic your senate must approve.
- In a Monarchy you must have at least 70 legitimacy.
- In a tribe the clan leaders must approve.
- Your High Priest, Pontifex, or equivalent must follow the new Religion.

- All character that do not already follow the new faith will lose 20 loyalty. The ruler and loyal members of their family will also convert.
- The 6 most prominent loyal characters in the country will convert.
- For a period you will enjoy more efficient religious conversion to help establish the new faith (as long as this bonus is active you cannot change your faith again).
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