European Naval Superiority

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Author: Trinedy

Last revision: 18 Feb at 13:08 UTC

File size: 406.86 KB

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Description:
European Naval Superiority *BETA*

This is an untested mod, I have not played a full game with it yet, play at your own risk. Please report any problems and suggestions.

Naval warfare in EU5 treats all nations the same. A Ming junk fights like a Portuguese carrack. An Omani galley trades broadsides like a Dutch warship. History disagrees.

This mod creates a tiered naval system where European nations gain qualitative advantages at sea — better guns, better ships, better doctrine — while non-European powers receive culturally distinct regional vessels and a path to eventually close the gap.

What This Mod Does

European Ship Gating

The carrack, galleon, and two-decker (heavy) and caravel, pinnace, and frigate (light) are now exclusive to nations with European capitals during ages 3–5. Early-game and late-game vessels remain universally available. Europeans get the best gun platforms in the world — but not forever.

Regional Ships

Non-European maritime powers receive ships from their own traditions:

  • Southeast Asia — War praus (fast outrigger raiders) and war jongs (massive crew-heavy warships)
  • Indian Ocean — War dhows (fast monsoon traders) and ghurabs (armed boarding vessels)
  • China — Coastal junks (compartmented patrol ships) and imperial junks (inland sea defenders)

These ships excel in home waters but carry penalties in open ocean, reflecting their design for coastal and regional warfare rather than Atlantic-style broadside combat.

Western Shipbuilding Adoption

Non-European nations can adopt European ship designs one age behind the original — carracks at age 4, galleons at age 5, two-deckers at age 6. By the late game, every navy in the world can field Western-style warships. The gap closes.

European Naval Doctrine

Atlantic European cultures (Iberian, British, French, Netherlandish) unlock a four-tier gunnery doctrine chain that progressively increases naval damage and heavy ship power. Broader European cultures gain bombardment advances, trade range bonuses, and a naval heritage tradition.

Additional Systems
  • Gunnery Foundries — Port buildings that project naval power. Build them in colonial ports to dominate foreign waters with shore-based artillery.
  • Laws — Trade Enforcement policies (Cartaz System, Mare Clausum, and more) and a Strategic Focus law choosing between maritime and continental investment.
  • Admiral Traits — Six new traits with regional flavor: Broadside Expert, Coastal Raider, Monsoon Navigator, Fleet Tactician, Boarding Master, and Ocean Voyager.

Design Philosophy

European powers get qualitative advantages. Non-European powers compete with numbers, local knowledge, and ships built for their waters. Nobody is locked out of the naval game — every faction is viable, and the Western adoption chain ensures eventual parity.

If you’re playing Portugal, your carracks will dominate the Indian Ocean. If you’re playing Vijayanagar, your ghurabs will make the Portuguese pay for every coastal province — and by age 5, you’ll be building galleons of your own.

Compatibility
  • Works with EU5 1.1.x, maybe earlier ones (not tested)
  • I had issues with old saves where advances might not load correctly. I would recommend a new save.

Change Log

V 1.1 Moved gunnery foundry to age 3 advances and advanced gunnery foundry to age 4 advances.