Duke Maynard
Chieftain
- Joined
- Apr 11, 2012
- Messages
- 87
The new naval units in G&K are great, and helped to flesh out the naval game some, but there are still some odd inconsistencies (e.g. Triemes - Caravel - Ironclad, wut) and holes (pretty much no changes in unit composition from Ancient to Renasciannce)
Also, there ought to be sea-based on map trade routes in the 2nd expansion. Early navies as it is serve little purpose, and income is low in the early game in G&K. You should be able to steal income by parking a unit on an enemy's route, and the total gold income/diplomatic trading bonus should start very low and increase the longer the route is unbroken (not counting raids, of course). This gives you a reason to stay peaceful. Make having a common border or sea trade routes prerequisite for trading gold or resources.
UNIT LINES:
Heavy Melee, City cappers, tough to kill: Trieme (ancient), Great Ship/War Galleon (medieval), Privateer (renasciannce), Monitor (Industrial), Cruiser (modern), Amphibious Assault Ship (Information. Also doubles as a single capacity aircraft carrier)
Light Melee, exploration, flanking, larger bonuses to commerce raiding: Caravel/Sloop (renasciannce, both can be built at the same time, though caravel is a tech earlier, both upgrade into the same path, caravel is obviously exploration and sloop is fast combat), Torpedo Boat (industrial), Submarine (modern), Nuclear Submarine (information)
Ranged, naval bomardment: Galleass (medieval),Frigate (renasciannce), Pre-Dreadnought (Industrial, uses current ironclad graphic), Battleship (modern), Missle Cruiser (information)
Carrier: Carrier (modern), Supercarrier (Information, 5 capacity + 2 hex air defense)
Also, there ought to be sea-based on map trade routes in the 2nd expansion. Early navies as it is serve little purpose, and income is low in the early game in G&K. You should be able to steal income by parking a unit on an enemy's route, and the total gold income/diplomatic trading bonus should start very low and increase the longer the route is unbroken (not counting raids, of course). This gives you a reason to stay peaceful. Make having a common border or sea trade routes prerequisite for trading gold or resources.
UNIT LINES:
Heavy Melee, City cappers, tough to kill: Trieme (ancient), Great Ship/War Galleon (medieval), Privateer (renasciannce), Monitor (Industrial), Cruiser (modern), Amphibious Assault Ship (Information. Also doubles as a single capacity aircraft carrier)
Light Melee, exploration, flanking, larger bonuses to commerce raiding: Caravel/Sloop (renasciannce, both can be built at the same time, though caravel is a tech earlier, both upgrade into the same path, caravel is obviously exploration and sloop is fast combat), Torpedo Boat (industrial), Submarine (modern), Nuclear Submarine (information)
Ranged, naval bomardment: Galleass (medieval),Frigate (renasciannce), Pre-Dreadnought (Industrial, uses current ironclad graphic), Battleship (modern), Missle Cruiser (information)
Carrier: Carrier (modern), Supercarrier (Information, 5 capacity + 2 hex air defense)