<Snipped quote by Aristo>
The thing is is that I never actually really allowed naval combat and I'm also fairly certain most people don't want to go back to the NSs and add in a whole bunch of ship.
Basically as it stands right now, there is no such thing as naval combat at least not in terms of IC combat posts.
Eh, I have a bit of a problem with that; sure, we can pretend nobody's heard of a warship before, but it would also be incredibly unrealistic to write it out entirely. It might not be the focus, but it doesn't have to get wiped to nonexistence. If a war hinges on nation X sending an army to nation Y, and the best way is to use ships, what then? Is the enemy supposed to sit back on its hands and watch them sail in, saying "Oh well, too bad we never thought of putting guns and soldiers on ships before!"
My problem is that we're roleplaying in a narrative, text-based format, and trying to constrain it to a Total War-esque game doesn't work well. Yes, we can describe different units and give rough outlines of spells, but in a loose narrative - much like real life - these things are arbitrary and can vary. A video game has a block of identical spearmen, because it is designed with absolutes in mind, yet a real unit might be short a few spears, or have some swordsmen from a weakened detatchment, and they could all have varying degrees of armor.
In short, trying to impose hard, videogame-style absolutes contradicts with a format that is open-ended and revolves around narrative.