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You can see Naval Autosolves in several streams, there is no Battle option.
The amount of people that play naval battles simply arent enough to warrant any time and money spend on them.
Not just MP but also Single Player which is likely the much larger group
Without stats its very easy for a vendor to argue something is not needed by the customers: we have seen the same argumentation from EA fighting against single player campaigns
We also need to note what happens if there is no naval combat control at all: autoresolve which is famously the campaign in TW games when higher difficulties are applied (just like in case of agent actions)
Ideally we would have granular data to conduct a proper analysis with faction played timestamps, and relative power of the sides - might be that in case of naval battles there are much less relevant battles but that doesnt mean that it wasnt a major factor in important battles which make up the blunt of the experience. Faction can also play a role in if the player doesnt start with a faction near sea they might not cut the criteria of being an active naval combat player simply because they get around naval battles much later in the game.
Indeed also a lot comes down to the threshold of what they considered active
From personal experience I can only say that I have always played a few decisive naval battles in a game and they often supported sieges (wonder if they counted combined battles :))
Considering those are the core of the game I'd imagine that number to be significantly higher than that.
But no, if I recall correctly it was an answer to a specific question related to naval.
A lot goes into reporting but in such cases we can only rely on what they give (which is almost nothing) and personal experience of players which is not representative
The core question can likely only be resolved via competition and that does not necessarily need to be another company: they should release a PROPER naval combat mechanic and compare that games success and stats to other titles that doent have that mechanic but are very similar - this would have been an opportunity as Rome 1 was missing this feature and Rome 2 has laid down a lot of basework