Naval Units Rework Project

Thunderbrd

C2C War Dog
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We got to talking about restructuring naval units particularly from the modern era onward and these are some of the most pertinent quotes from elsewhere on the subject:
@TB

Here is the Naval Unit timeline for Industrial through Transhuman Eras ...

Industrial Era |
X62|Paddle Steamer (22)
X63|
X64|Ironclad (24), Modern Workboat (0)
X65|Torpedo Boat (40)
X66|Uboat (35), Iron Frigate (30)
X67|
X68|
X69|
X70|Transport (30), Advanced Ironclad (36), Pre-Dredenaught (39)
X71|
X72|Dredenaught (48), Battlecruiser (48)
X73|Submarine (45), QShip (35), Coast Guard Cutter (43), Assault Ship (55), Liberty Merchant (17)
X74|Destroyer (46)
X75|Attack Submarine (55), Battleship (64), Cruiser (60), Heavy Cruiser (60)
X76|Early Carrier (32)
X77|
Modern Era |
X78|Landing Ship Tank (40)
X79|
X80|Modern Destroyer (62), Modern Battleship (78), Carrier (40)
X81|Cargo Ship Merchant (25)
X82|Nuclear Submarine (65), Modern Frigate (72)
X83|
X84|Modern Carrier (50)
X85|Missile Cruiser (94)
X86|Stealth Submarine (75), Stiletto Boat (55), Stealth Destroyer (80)
X87|
X88|
X89|AEGIS Cruiser (80)
X90|
X91|Construction Ship (0)
Transhuman Era |
X92|Unmanned Submarine (125), Unmanned Destroyer (105), Unmanned Pirate Skiff (100),
X93|
X94|Littoral Combat Ship (110)
X95|
X96|
X97|
X98|Fusion Submarine (120)
X99|
X100|
X101|
X102|
X103|Fusion Cruiser (130)
X104|
X105|
X106|
X107|Fusion Transport (60), Fusion Destroyer (120)
X108|
X109|
X110|Fusion Carrier (75)
X111|
X112|
X113|
X114|Fusion Battleship (150)
Galactic Era |

Stuff I think should be changed ...

1. Fusion Transport should have much more strength than 60 and having it at Invisibility tech makes no sense. At least at Fusion tech I understand. In short we should remove the Invisibility tech requirement from it.

2. The Fusion Destroyer too should not require Invisibility tech either.

3. The Fusion Battleship is much too late and should be at Fusion tech.

4. The Fusion Cruiser and Fusion Carrier seems in the wrong place too.

5. Landing Ship Tank is a weird name. I would rename it to something else.

6. Unmanned Submarine should possibly be weaker and also be an upgrade in between the Stealth Sub and the Fusion Sub.

7. Stiletto Boat seems out of place and starts are off. This need major fixing.

8. Torpedo Boat seems also out of place.

9. QShip seems to be instantly replaced by the Coast Guard Cutter.

10. Also shouldn't most of the "Modern" ships be under "Modern Warfare" tech?

Well... at least I think you've become more fully aware of the mess. :D

I agree with much of your assertions though the Invisibility prereq on those ships... do they HAVE the invisibility ability that tech grants some units? I don't know without looking further.

I have to say I like a lot of the thinking you're giving this. I'd like to add that we need to consider the chain of naval unit types as has emerged:
Piracy Ships
Type Unit <Type> Base Withdraw Base Pursuit Early Withdraw bFlying cost mv STR
Wooden Ships
Dromon UNIT_DROMON_FIRE_SHIP 10 10 70 2
Brigantine UNIT_BRIGANTINE 20 20 200 4
Sloop UNIT_SLOOP 35 30 200 5
Frigate UNIT_FRIGATE 25 25 300 5
Ship of the Line UNIT_SHIP_OF_THE_LINE 20 20 360 4
Man'O'War UNIT_MANOWAR 20 20 450 4
Iron Frigate UNIT_IRON_FRIGATE 20 30 600 5

Piracy Ships
Dragon Ship Pirate UNIT_DRAGON_SHIP_PIRATE 15 10 50 75 2 5
Barbary Corsair UNIT_BARBARY_CORSAIR 25 20 50 190 4 12
Privateer UNIT_PRIVATEER 30 25 50 230 5 17
Assault Ship UNIT_ASSAULT_SHIP 45 40 50 800 6 55
Somali Pirate UNIT_SOMALI_PIRATE 50 40 50 800 6 55
Unmanned Pirate Skiff UNIT_UNMANNED_PIRATE_SKIFF 60 50 50 2000 12 100

Cruisers Cruisers should be a str above destroyers Cruiser line needs aligning!
Coast Guard Cutter UNIT_CG_CUTTER 30 730 6 43
Heavy Cruiser UNIT_HEAVY_CRUISER 35 1200 7 60
Cruiser UNIT_CRUISER 40 1020 8 60
Missile Cruiser UNIT_MISSILE_CRUISER 50 1540 10 94
AEGIS Cruiser UNIT_AEGIS 50 1750 10 80
Littoral Combat Ship UNIT_LITTORAL_COMBAT_SHIP 55 3000 11 110
Fusion Cruiser UNIT_FUSION_CRUISER 60 4500 12 130

Destroyers
Torpedo Boat UNIT_TORPEDO_BOAT 25 25 490 5 40
Destroyer UNIT_WW1_DESTROYER 35 45 1100 8 46
Modern Frigate UNIT_MODERN_FRIGATE 35 60 1540 10
Modern Destroyer UNIT_DESTROYER 40 50 1600 9 62
Unmanned Destroyer UNIT_UNMANNED_DESTROYER 50 40 2600 9 105
Stealth Destroyer UNIT_STEALTH_DESTROYER 65 40 2010 11 80
Fusion Destroyer UNIT_FF_DESTROYER_I 60 70 5200 13 120

Submarines
Nautilus UNIT_NAUTILUS 50 75 600 5
UBoat UNIT_UBOAT 50 50 890 6
Submarine UNIT_SUBMARINE 60 75 890 6
Attack Submarine UNIT_ATTACK_SUBMARINE 70 65 1400 7
Nuclear Submarine UNIT_NUCLEAR_SUBMARINE 70 75 1840 7
Stealth Submarine UNIT_STEALTH_SUBMARINE 85 85 2010 8
Unmanned Submarine UNIT_UNMANNED_SUBMARINE 80 50 2600 9
Fusion Submarine UNIT_FUSION_SUBMARINE 100 75 4900 12

Other Naval Fusion Transport UNIT_FUSION_TRANSPORT 70 50 3500 10
Stiletto Boat UNIT_STILETTO_BOAT 75 50 1700 10

This particular table is located in the Combat Mod Units document and not only is it growing to need some re-evaluation on its original intent which was to develop out withdrawal/early withdrawal and pursuit values, it could be useful for determining what grid x, strength, and actual tech they should be placed at... rearranging them directly there would help me a lot to re-evaluate the fight or flight tags as well.

There's some concepts that emerged here...
1) Battleships
Basic Function: The heavy hitter strongest ship line.
Special Ability: Collateral and VERY strong bombard
Most Weak To: Subs (Battleships can neither see subs nor can they pursue and subs are horrifyingly powerful at withdrawal despite being weaker than Battleships so can wear down these larger behemoths.) (Also somewhat weak to air units as they can't intercept.)
Less Weak To: Destroyers (Destroyers can be seen by battleships and easily overpowered but again, withdrawal is strong for Destroyers and Destroyers are fast enough to escape battleships or stay out of reach of counterattack.)
Strongest Against: Cruisers (Cruisers aren't as strong as Battleships and have little to no withdrawal ability)
Against Itself: Pretty much just like 2 elephants fighting, or the Hulk vs the Abomination. The benefit in taking a battleship up against its direct equal - another battleship - is that you'll deal collateral to the whole stack and if your ship is more promoted you'll probably win.

2) Cruisers
Basic Function: Medium Strength ship with powerful pursuit and Strong Bombard.
Special Ability: Amazing carrier of cruise missile type units that can make this the most lethal unit on the board if it unloads its payload.
Most Weak To: Battleships (They're simply not as powerful and have no valid defense against them with the exception of their missiles which are limited and battleships may be able to take the hit.)
Less Weak To: Subs (Can't see the subs but can pursue so when attacked may be able to lock down the subs into combat they aren't quite ready for as they should be a touch stronger than contemporary subs. Not being able to see them means they can't really use their missiles against them without a 'spotter' unit in the stack)
Strongest Against: Destroyers (Destroyers have nothing against cruisers except some ability to intercept means they might defeat the missiles the cruisers carry - so the cruiser simply attacks. Destroyers are weaker units than Cruisers and rely more on withdrawal for survival in combat and are thus completely countered by the pursuing cruisers.)
Against Itself: Even fight that depends on which one launches missiles first or which is more promoted.

3) Destroyers
Basic Function: Fast Low Strength ship with powerful pursuit and Sub Spotting technologies.
Special Ability: Equipped with the ability to intercept they fulfill the SAM unit role of the naval stack.
Most Weak To: Cruisers (As Noted - they do have a little better move than a cruiser though)
Less Weak To: Battleships (While massively outpowered by the battleship, the battleship has no pursuit so the destroyer can often get away and the destroyer has a lot better movement than a battleship so hit and run against them - but since they remain visible to the battleship they might be able to be hunted down eventually)
Strongest Against: Subs (Destroyers are completely capable of taking down subs. They can intercept the missiles some subs carry, pursue subs effectively, SEE them, and are a little stronger than them - AND can withdraw FROM subs if they get in over their head.)
Against Itself: They might take a number of jabs at each other before they make any final victory against one another.

4) Submarines
Basic Function: Lowest Strength ship with invisibility to most units and an incredible ability to hit and run with withdrawal/invisibility tactics.
Special Ability: Does carry some long range missiles in many cases - nowhere near the volume a cruiser can carry but can be enough to inflict a nasty early short range nuclear surprise attack on an unsuspecting nation and weaken battleships and cruisers with their missiles before going in. Subs can also hide under ice, which greatly assists in their hit and run tactics.
Most Weak To: Destroyers (As Noted)
Less Weak Against: Cruisers (Cruisers may carry missiles but unescorted they can't see subs any better than battleships can. They can pursue but the missiles can wear them down enough to make them not want to pursue the sub lest it lock itself into a battle it's not winning. But Cruisers are significantly more powerful than subs and again.. they CAN pursue so they're quite dangerous to subs when they can see them or when not worn down and being attacked by them.)
Strongest Against: Battleships (Unable to see subs, unescorted battleships can easily be destroyed by the sub who can launch surprise missile volleys and dart in like piranhas to take chunks out of the battleship until its worn down to the point another attack finishes the beast)
Against Itself: Unlike Destroyers which would have a hard time locking each other into a battle to the death, Subs are quite good at pursuing one another (or will be once those tags are implemented) and are otherwise quite equal and it will be determined by which ship is more promoted/healthy.



What all this means is that unit strength ratios of contemporary equivalent ships should be something along the lines of:
Battleship (4) : Cruiser (3) : Destroyer (2) : Sub (1)

Or perhaps something more like:
Battleship (8) : Cruiser (7) : Destroyer (6) : Sub (5)

So if we take a multiplier of a base strength for a given stage, like say, 10 for the Modern, then we get:
Modern Battleship (80 str), Modern Cruiser (70), Modern destroyer (60), Modern Sub (50)

Then extrapolate out keeping them in a similar ratio with each era advance (or walking backwards, each era retraction) on each line. We can skew these values a bit where one of these units is a little offset on the grid x access a step or two away from where the majority of the units take an upgrade but I think you get the overall balance idea right?

Does this make sense? From what I've seen, starting with this sort of thinking, we could (and maybe should) rework all of those core naval unit lines and let the rest of the naval units work themselves in around them.

There's also Carrier and Transport and the Carrier is big and slow but a little stronger and of course, carries air units which are very valuable in naval warfare while the Transport can be very fast and capable of withdrawal but is by far the weakest ship type and is the gem to be protected in the stack above all others (if loaded - if not it can be used as a sacrificed distraction.)

So along the strength ratios established above, adding those in we get:
Modern Battleship (80 str), Modern Cruiser (70), Modern destroyer (60), Modern Sub (50), Carrier (40), Transport (30) Or something along these lines.


Now about the stages of upgrades... wasn't the Fusion line supposed to be by far the most advanced an unchallengable upgrade for all naval vessels? (After Unmanned in many cases.) I dunno... intentions of old can be changed I suppose but the CCs given reflect that concept of them being the pinnacle in every way.

Also, keeping them all upgrading to the same stage within a range of 3 x grid would be advisable. The carrier to modern carrier upgrade points above show just how out of whack our current structure really is! And trying to keep that center point for contemporary naval upgrades on the x grid evenly spaced away from each other roughly in distance equivalent stages would also be highly valued.

It occurs to me battleships aren't on my chart because they don't have any withdrawal or pursuit but looking at your upgrade tracking chart up there it looks like I may have confused some cruisers with battleships or we're seriously lacking in battleship stages at a point. I'm really not sure.

Oh! They do have invisibility. Hmm that is problematic now that the Fusion and Invisibility techs are so far apart. I recommend we have 2 units an earlier Fusion one and a later Invisible one.

EDIT: In fact all the types should do this. Just like how there are Nuclear Subs and Stealth Subs, we can have Fusion and Invisible. Fusion being the main power source upgrade and then Invisible making the ship harder to detect. So like ...

- Fusion Battleship -> Invisible Battleship
- Fusion Carrier -> Invisible Carrier
- Fusion Cruiser -> Invisible Cruiser
- Fusion Destroyer -> Invisible Destroyer
- Fusion Submarine -> Invisible Submarine
- Fusion Transport -> Invisible Transport

Strength wise the Fusions would be in the 100s while the Invisibles would be in the 200s.

EDIT2:

So grouping the ships a bit more so they keep your ratio idea I am seeing some key techs ...

- Steam Power (X62) - Important for Steam Ships
- Screw Propeller (X64) - Important for Non-Wooden Ships
- Combustion (X66) - Important for Diesel Ships
- Coast Guard (X71) - Important for Coast Guard Units
- Submarine Warfare (X73) - Important for Subs
- Sonar (X75) - Important for Subs
- Naval Aviation (X76) - Important for Carriers
- Nuclear Power (X80) - Key for Nuclear Powered Ships
- Modern Warfare (X84) - Key for Modern units
- Unmanned Naval Vehicles (X92) - Key for Unnamed based Vehicles
- Fusion (X98) - Key for Fusion Powered Ships
- Invisibility (X107) - Key for Invisible units.

I really like the Rock-Scissor-Paper system you propose here. But when reworking ships, could we PLEASE do something against their totally out of logic movement points? Even Galleys can end up with 10 or more Movement when you keep them in the later eras. Or Destroyer can have easily 16 and more. I know this is because otherwise it would take to long to get over the atlantic and such, but it is not good for gameplay reasons:

1) If Destroyer are faster then Battleship (lets say by 3 points) it make a HUGE difference if you have 18 vs 15 or 6 vs 3 points.

2) You can't guard your coasts - ever.

3) Sea fights rarely take place since it's so much easier to avoid the enemy. Defensive Navy is almost useless.

4) Rockets/figher are almost useless in naval fights, especially when defending.

5) If MP have a connection to the speed, then you could argue that a Humvee should also have 15+ MP. It is faster then a ship and in a year (or a month) it can easily go from Portugal to Greece, even without Highend Roads.

Also, Radar of Ships (and later all units) should be improved.

What about lowering ship speed to 1 inside an enemy's borders? (automatically or through a city improvement or a national wonder)

What about increasing the movement costs along coasts for bigger ships (i.e. all but the very smallest; rafts and canoes) as well as for all ships in oceanic water?
Being inside own borders could give a reducing in movement cost as those waters would be well known (and a tactical promotion to reduce movement costs somewhat outside of own borders could be added too) but logically I don't see why and should not be enough to go below 2 MP per plot.
That way all the bonuses to water movement could be kept as is, flying would not be affected, and the difference of 3 movement between two boats wouldn't be that drastic any more.

Cheers

I don't mind reducing overall naval movement some but you said something in there that made me wonder...


This makes me wonder why they can get THIS fast. Is it the promos, circumnavigation alone or is it coming from other 'national level' modifiers that should be looked into? If this is true, the base values are not enough to pull back on alone.

But yeah, some more reasonable movement speeds could be assigned to start and then we can look into some of the other concepts presented for naval movement here (that would mean some coding rather than just xml restructuring.)

Ok, feels like we're getting somewhere. A few thoughts:
1) At some point the concept of naval would be obsoleted entirely by space traveling vessels with anti-grav lev technology that can hover over land, sea and ascend to space. If we take naval units too far into the tech tree we'd intrude upon that space.

2) Invisibility is a technology we're working on in the Real World modern times. Reports from witnesses near 'secret' aviation test sites are coming in stating they're seeing planes appear and disappear in flight. We nearly have it already and while its speculative whether it could be as equally applied to anything but avionic units, other rumors about about invisibility technologies being applied to prototype tanks. If that can be done... then naval vessels can have it as well. My point here in the game is that whatever x grid layer we're currently at should possibly lead directly into the invisibility tech by all rights.

Now... invisibility at this level may be a trick of light whereas perhaps eventually it includes energy shielding and/or phasing into immateriality as the unit shares an existence here and in another dimensional state. And for game purposes we need to introduce invisibility in a way that makes it not totally negate itself overnight with equivalent detection capabilities completely muting the point. Even if you have an idea of where something is, if your laser targeting systems can't pick up the solid mass, it will greatly hinder accuracy.

Point being that invisibility as a whole concept needs some further thinking and development perhaps. But we should be right around the corner from it now.

Thus the concept of another layer of ships may not be a bad thing but let's consider where things are falling on the tech tree before locking in that much unit development - we don't want to find that our whole new line of naval units are coming up in a time when they'd be obsoleted by anti-grav military ships that blend land and naval vessel capacities into one massively powerful armada style collection of military force.

And perhaps invisibility is far too far into the future on the tech tree. I personally think we'll have invisibility mastered before contained harnessable fusion reactions. Might even be similar technological developments that enable both. (Energy field manipulation.) Then, keeping it useful will be the trick as new detection mechanisms and computer targeting systems that utilize these new sciences will make invisibility nearly meaningless quite as rapidly as Radar came forward to limit the impact of the submarine.

And on the topic of Fusion... we just MIGHT forego the technology in RL entirely. No matter how we contain it it's always going to be hella dangerous to attempt and we may well be, if some rumors are true, currently figuring out how to generate an even stronger reaction that is much more stable and clean (less radioactive pollution) with a very dense but astoundingly stable element that's a bit beyond what we're currently 'capable' of synthesizing. I can try to find more info on that subject if you're interested. Let's just say it comes from those reports you hear from those who state they'd worked on some of the back engineering projects that have taken place at Area 51. But theoretically the concept is pretty sound. And if we CAN synthesize the stuff now you'd bet the powers that be would NOT let the cat out of the bag until it knew all about this new cat.

I'm not suggesting we don't have a fusion tech and all its derivatives... I'm suggesting that at some point after it there's discovered something even more powerful and more stable that can offer FAR more power to vessels that would greatly justify another step up in naval tech (but should it still really be fully 'naval' at that point?)


Also... perhaps this thread isn't the one we should be filling with this naval unit evaluation. It's taking on a life of its own and perhaps should be a thread of its own.


Now, those points made, I love the tech trigger points you brought up. What would be, in light of those, your ultimate suggestions for each unit type upgrade stage?

What I'm asking is for you (Hydro at least) to consider say, Battleships first, and give each upgrade step with its proper unit name and tech. Then go through Destroyers, subs, carriers, cruisers and transports in the same way, transitioning out of the wood/steam era to the current fusion ships we have.

From there we can see if we have gaps in unit upgrade chains and what contemporary group category each unit type fits into. The from there we can establish more meaningful other stats. We can really re-design out the naval from the ground up this way.

But let's do that on a new thread. By the end of the night I'll start one but if y'all can get one started before me by all means go for it. We might want to quote in all that's been said on the subject so far (here and on other threads since we got a little disjointed in where we were posting on this subject!)

It's been a while since my last game but:

Base: 2
Various Techs (I remember Sextant, Navigation maybe, Refrigeration....): 4-6 (or more)
"World is round": 1
Promotions: 2-3 (Nav I or even II was free with certain buildings)

My opinion:

1) Wooden ships (Rafts): 1 MP; Wooden Ships with Sails 2MP, High End Wooden ships (3 MP), Steam ships (2 MP), Dieselships (3 MP), Nuclear ships (3 MP), Fusion (3 MP).

2) Battleship -1 MP, Destroyers and Sub +1 MP

3) Change Navigation... 1 MP from Promos is enough.

4) All those techs... I dont know. I mean, we have other applications were your units don't get a benefit from, we have just new units then. Like better rifles doesn't make your old gunpowder units stronger. Armour Crafting doesn't effect your old units etc. Why would ship techs make your old ships faster then?

5) Increase ocean movement to 3.

1) I'd agree to something CLOSER to what you've suggested... my counter suggestion:
Wooden ships (Rafts): 1 MP; Wooden Ships with Sails 2MP, High End Wooden ships (3 MP), Steam ships (2 MP), Dieselships (3 MP), Nuclear ships (4 MP), Fusion (5 MP).

2) Continuing to counter:
Battleship 0 MP(in light of battleships would never be slower than the best high end wooden ship), Destroyers: +2, Sub +1 MP. Destroyers are in desperate danger of Cruisers if they get away from the stack so while there's the capacity and temptation to do so it can end up being to their detriment. Subs simply aren't as fast as Destroyers which is part of what makes Destroyers a bigger threat for subs.

3) Are you suggesting to change navigation to back it down to one +1 move only? What if we made the 2nd navigation REALLY hard to get? Like maxed out Flanking AND maxed out Combat promo chain (and having nav I of course)? And never for free! Then make sure that this is the only +1 movement you can get from promos? (Another problem emerges in the naval promos that reduce (halve) movement costs of the terrain which perhaps should be separated out from being a part of any other effect on a given promo and placed onto another difficult to achieve promo like one that you MUST have coast fighting capped out to get.)

4) From what you just expressed about what's getting Frigates so much movement I will have to TOTALLY agree with the tech issue. Personally I'd get rid of all of those modifiers on all techs - throwing off unit movements too much and yeah, they would be good techs for possible unit upgrade points but that's part of the naval unit evaluation. What exact techs are those that should have those removed at? Please go over that in the naval unit reevaluation thread pending here.

5) Problem with increasing ocean movement is that this is actually where ships can travel at top speed without worry. Coasts force ships to slow or be in danger of what their captains may have overlooked making it much smarter for us to have coast movement costs at 2 and ocean at 1. I like the idea of having naval plots in non-same team waters cost x2 though... that would be a good way of slowing them in their naval raids a bit and forcing even faster units to take a risk in enemy waters. That's going to take a little programming but shouldn't be toooooo bad.


Would all these be an acceptable concession to your points?
Looking over the old RoM/AND mod documents it appears that the Stealth Sub was not in the old version but in AND 2.9 version. In which the stats went ...

Submarine (35) -> Attack Submarine (54) -> Nuclear Submarine (80) -> Stealth Submarine (110) -> Fusion Submarine (?)

I think a similar upgrade chain should be there. In our current mod it goes ...

- Uboat = Submarine Warfare AND Chemistry
- Submarine = Submarine Warfare
- Attack Submarine = Advanced Rocketry AND Sonar
- Nuclear Submarine = Nuclear Power AND Sonar AND Guided Weapons
- Stealth Submarine = Fuel Cells AND Sonar AND Guided Weapons AND Stealth
- Fusion Submarine = Biomimetics AND Fusion AND Sonar

As you can see there is a lot of redundancy and the upgrade pathing is not clear. I propose the upgrade in this order and have the following tech requirements and strength adjustments ...

- Uboat (STR 35) = Combustion (X66)
- Submarine (STR 45) = Submarine Warfare (X73)
- Attack Submarine (STR 55) = Sonar (X75)
- Nuclear Submarine (STR 65) = Nuclear Power AND Advanced Rocketry (X82)
- Stealth Submarine (STR 75) = Fuel Cells AND Guided Weapons AND Stealth (X86)
- Fusion Submarine (STR 120) = Biomimetics AND Fusion (X98)

What do you think?

Without looking too closely at the moment it sounds good but don't forget to factor in the Unmanned Sub as well.

Now just as problematic is where other ship lines are upgrading. With any arrangement along the lines proposed, the sub line currently grows far too dominant strength-wise. Though it looks like you might have well considered that with the strength adjustments proposed. I'll have to look at the tech tree and envision this more clearly but this certainly sounds like an improvement.
 
As you can see there's a lot to consider. And elsewhere some points were made about earlier ships being somewhat out of synch techwise as well.

So what I'd like to do to get this started beyond basic discussion points that become too much to absorb at once (sorry for getting so verbose myself...) is to first compile Rwn's unit list into something workable for our needs and give us a new document to work off of.

We need to more clearly arrange our units into their upgrade chains. Then we can step those through the tech tree and keep our contemporary sets bundled in together into similar zones of grid x on the tech tree. Once we've figured out all the units that should exist in our chains and where they upgrade, etc... we can really begin to rework their strengths, moves and all other features so that they progress in a reasonable manner to keep the game in a decent form of balance.

What would throw this first step off though is tech tree reworks and there were a few discussion points on that. Anyone care to comment on those first? And also... are we willing to consider adding new techs to assist the staging of upgrades so that they have totally appropriate upgrade points or are we wanting to keep the tech tree fixed and demand that we work with the tree as it is for the unit rearranging process? At what point will it be acceptable to consider adjustments to the tree and what is too trivial to give those adjustments any consideration?

Anyhow, I don't want to open tooooo many cans of worms here to discuss at once but I felt this thread should be started so we could discuss this topic in a more focused manner.
 
1) I'd agree to something CLOSER to what you've suggested... my counter suggestion:
Wooden ships (Rafts): 1 MP; Wooden Ships with Sails 2MP, High End Wooden ships (3 MP), Steam ships (2 MP), Dieselships (3 MP), Nuclear ships (4 MP), Fusion (5 MP).

1) That was excactly my first idea. However, with 5 MP +2 for Destroyers, +1 from promotions, +1 from "World is round" you would easily end up with too high MP again. I have no idea if Nuclear Ships or Fusion Ships would be so much faster...

2) Continuing to counter:
Battleship 0 MP(in light of battleships would never be slower than the best high end wooden ship), Destroyers: +2, Sub +1 MP. Destroyers are in desperate danger of Cruisers if they get away from the stack so while there's the capacity and temptation to do so it can end up being to their detriment. Subs simply aren't as fast as Destroyers which is part of what makes Destroyers a bigger threat for subs.

2) Just saw that Ship of the Line or Sloop made 12 knots while pre Dreagthnout Battleships hit 16. So you are right here.

3) Are you suggesting to change navigation to back it down to one +1 move only? What if we made the 2nd navigation REALLY hard to get? Like maxed out Flanking AND maxed out Combat promo chain (and having nav I of course)? And never for free! Then make sure that this is the only +1 movement you can get from promos? (Another problem emerges in the naval promos that reduce (halve) movement costs of the terrain which perhaps should be separated out from being a part of any other effect on a given promo and placed onto another difficult to achieve promo like one that you MUST have coast fighting capped out to get.)

3) Yeah that might work. Navigation I could give double Speed on Coast (with Coast costing 2 MP), Navigation II could make a ship immune from Reef Terrain Damage and Navigation III (with high end requirements) could give +1 MP.

4) From what you just expressed about what's getting Frigates so much movement I will have to TOTALLY agree with the tech issue. Personally I'd get rid of all of those modifiers on all techs - throwing off unit movements too much and yeah, they would be good techs for possible unit upgrade points but that's part of the naval unit evaluation. What exact techs are those that should have those removed at? Please go over that in the naval unit reevaluation thread pending here.

4) Techs that increase Naval Movement by 1 (= +1 MP for Ships)
- Weather Lore
- Compass
- Astrolabe
- Navigation
- Naval Tactics
- Sextant
- Srew Propeller
- Sonar
- Refrigeration

For a total of +9 MP (!).

5) Problem with increasing ocean movement is that this is actually where ships can travel at top speed without worry. Coasts force ships to slow or be in danger of what their captains may have overlooked making it much smarter for us to have coast movement costs at 2 and ocean at 1. I like the idea of having naval plots in non-same team waters cost x2 though... that would be a good way of slowing them in their naval raids a bit and forcing even faster units to take a risk in enemy waters. That's going to take a little programming but shouldn't be toooooo bad.

5) Making Coast take 2 MP is a good concept I think. Then should smaller Sailboats have the reworked Nav I Promo to make it actually have 2 MP there. Later ships are usually bigger and don't need this effect.
 
1) That was excactly my first idea. However, with 5 MP +2 for Destroyers, +1 from promotions, +1 from "World is round" you would easily end up with too high MP again. I have no idea if Nuclear Ships or Fusion Ships would be so much faster...
Well... the propulsion methods would be rather powerful I'd think... nearly not even allowing the ship to sink into the water when traveling so very very fast. At this stage of the game, such shock attacks from naval may be more reasonable when you consider that offensive strategies can take so many differing devastating forms as it is. I mean, consider how the Orbital air units can reach from one continent to another - first strike becomes very hard to fully prepare against so you'd have to know that if an enemy of equal tech attacks you're going to take some losses and must simply be prepared to counterattack and take an equal amount of blood while recovering what you've lost. It's part of how the game changes in it's scope, strategies and challenges right? I don't think it'd be detrimental since it will at least be toned down.

3) I like the suggested adjustments. I wonder what others think.

5) Making Coast take 2 MP is a good concept I think. Then should smaller Sailboats have the reworked Nav I Promo to make it actually have 2 MP there. Later ships are usually bigger and don't need this effect.
- maybe a coastal promo that halves movement point cost on all terrains for that unit - called 'sails' perhaps - should be autogiven to sail-capable boats from naval yards as opposed to a free nav I promo. Possibly we need another combat class to capture this to separate sailing vessels from the rest of all wooden ships?
 
I just want to say that the Early Naval units, basiclly all the Wooden naval units I have already worked on and while they probably still could use some improvement the main focus should be Post-Wooden Naval units. Especially since minimal work has been done to them. Note that we also have Orions' Pirates and Merchants mod mixed in there that has influenced out current Naval units.
 
Well... the propulsion methods would be rather powerful I'd think... nearly not even allowing the ship to sink into the water when traveling so very very fast. At this stage of the game, such shock attacks from naval may be more reasonable when you consider that offensive strategies can take so many differing devastating forms as it is. I mean, consider how the Orbital air units can reach from one continent to another - first strike becomes very hard to fully prepare against so you'd have to know that if an enemy of equal tech attacks you're going to take some losses and must simply be prepared to counterattack and take an equal amount of blood while recovering what you've lost. It's part of how the game changes in it's scope, strategies and challenges right? I don't think it'd be detrimental since it will at least be toned down.

True... ok then, I never made it this far anyways :crazyeye:
3) I like the suggested adjustments. I wonder what others think.

Cool :goodjob: They also should come later in the Tech Tree. Like nav I with Stargazing, Nav II with Navigation and Nav III with Satellites.

- maybe a coastal promo that halves movement point cost on all terrains for that unit - called 'sails' perhaps - should be autogiven to sail-capable boats from naval yards as opposed to a free nav I promo. Possibly we need another combat class to capture this to separate sailing vessels from the rest of all wooden ships?

Hmmm not what I was thinking. Late Wooden Ships have 3 Mp, meaning 2 on Coasts anyways. And since they are much bigger they have to be more cautios with Reefs and thus aren't faster there then small wooden ships. Only early wooden ships would need a double movement.

Oh, and Iedited the above post with the list you wanted.
 
As you can see there's a lot to consider. And elsewhere some points were made about earlier ships being somewhat out of synch techwise as well.

So what I'd like to do to get this started beyond basic discussion points that become too much to absorb at once (sorry for getting so verbose myself...) is to first compile Rwn's unit list into something workable for our needs and give us a new document to work off of.

We need to more clearly arrange our units into their upgrade chains. Then we can step those through the tech tree and keep our contemporary sets bundled in together into similar zones of grid x on the tech tree. Once we've figured out all the units that should exist in our chains and where they upgrade, etc... we can really begin to rework their strengths, moves and all other features so that they progress in a reasonable manner to keep the game in a decent form of balance.

What would throw this first step off though is tech tree reworks and there were a few discussion points on that. Anyone care to comment on those first? And also... are we willing to consider adding new techs to assist the staging of upgrades so that they have totally appropriate upgrade points or are we wanting to keep the tech tree fixed and demand that we work with the tree as it is for the unit rearranging process? At what point will it be acceptable to consider adjustments to the tree and what is too trivial to give those adjustments any consideration?

Anyhow, I don't want to open tooooo many cans of worms here to discuss at once but I felt this thread should be started so we could discuss this topic in a more focused manner.

Well I was looking to other mods for ideas. One that comes to mind is Realism Invictus which has some specific naval techs such as ...

- Armored Plating - Where there Ironclad is.
- Steel Hull - Where their Light Cruiser and Pre-Dreadnaught is.
- Torpedoes - Here their Torpedo Boat is.
- Naval Ballistics - Where their Destroyer and Dreadnaught is.

I am not sure if that helps but its an idea.

Another mod is the WWII 1939 mod. This did not have very much in the way of Naval techs but still some good other WWII techs if we ever want to fill out that era of the tree more.
 
Ok so using Vokary's old notes ...

X62
- Photography = 1826
- Steam Power = 1765
- Military Science = 1832

X63
- Journalism = 1835
- Romanticism = 1798
- Steampunk = N/A
- Bahá'í = 1844
- Food Preservation = 1806
- Marine Biology = 1841

X64
- Gas Lighting = 1792
- Machine Tools = 1800
- Thermodynamics = 1824
- Screw Propeller = 1827
- Railroad = 1825

And that's just the first 3 columns of the Industrial Era. As you can see the tech tree is less like a timeline and more like progress line. Its only an approximation of when any particular tech was discovered.

This means that getting units in the right placement can be tricky.
 
What all this means is that unit strength ratios of contemporary equivalent ships should be something along the lines of:
Battleship (4) : Cruiser (3) : Destroyer (2) : Sub (1)

Or perhaps something more like:
Battleship (8) : Cruiser (7) : Destroyer (6) : Sub (5)

So if we take a multiplier of a base strength for a given stage, like say, 10 for the Modern, then we get:
Modern Battleship (80 str), Modern Cruiser (70), Modern destroyer (60), Modern Sub (50)

Then extrapolate out keeping them in a similar ratio with each era advance (or walking backwards, each era retraction) on each line. We can skew these values a bit where one of these units is a little offset on the grid x access a step or two away from where the majority of the units take an upgrade but I think you get the overall balance idea right?

Does this make sense? From what I've seen, starting with this sort of thinking, we could (and maybe should) rework all of those core naval unit lines and let the rest of the naval units work themselves in around them.

There's also Carrier and Transport and the Carrier is big and slow but a little stronger and of course, carries air units which are very valuable in naval warfare while the Transport can be very fast and capable of withdrawal but is by far the weakest ship type and is the gem to be protected in the stack above all others (if loaded - if not it can be used as a sacrificed distraction.)

So along the strength ratios established above, adding those in we get:
Modern Battleship (80 str), Modern Cruiser (70), Modern destroyer (60), Modern Sub (50), Carrier (40), Transport (30) Or something along these lines.

So quick questions where does the Transport Ship Line fit into those. Obviously it would be much weaker, but how much weaker?
 
FYI - with regard to reefs and coral. If I get the python working the beacon and lighthouse improvements will reduce the affects of these features. Either reducing the movement penalty and or the damage done to units crossing them.
 
I just want to say that the Early Naval units, basiclly all the Wooden naval units I have already worked on and while they probably still could use some improvement the main focus should be Post-Wooden Naval units. Especially since minimal work has been done to them. Note that we also have Orions' Pirates and Merchants mod mixed in there that has influenced out current Naval units.

Yeah, they do seem generally fine but if movement point factors change they may be able to use a little tweaking from the promotion side perhaps. (I'll address your comment in a minute Mouse ;) )

This was the main thing that seems to be pointed out repeatedly by players but this was the best stated:
Triremes need to be trainable later into the game.


As it currently stands, they are often obsolete before you can even build them- as building them requires "Ship Building", but Bronze Working replaces them with Quinquremes in the build queue. Most players will research Bronze Working before "Ship Building", and in fact it requires a very convoluted path to get Ship Building before Bronze working at all. In history, by contrast, the Trireme was the dominant polyreme naval warship for centuries...


This makes the "Quest" from the original game of building a certain number of Triremes before any other civilization (15 Triremes in my game) or the Renaissance all but impossible.


I suggest a solution to this in making Quinquremes available later in the game. They should not be available in the Early Bronze Age- in fact historically they were not produced until Dionysius I of Syracuse, in 399 BC.

I suggest Quinquremes be moved to Iron Working (currently occupied by Decaremes), and Decaremes be moved to some tech later in the Classical Period- as historically they were not produced in significant numbers until much later than Quinquremes, and were only really important in a few key naval battles at the height of the Classical Period (they are mentioned in battles in 315 BC, 201 BC, and at Actium in 51 BC).


Regards,
Northstar


P.S. As it currently stands, the Decere is incorrectly named a "Decareme"- hence why the description author could not find anything about it online, and *incorrectly* wrote "no such things exists according to the internet". The "Decareme" unit should be re-named as a "Decere" unit.

http://en.wikipedia.org/wiki/Hellenistic-era_warships#Deceres

Cool They also should come later in the Tech Tree. Like nav I with Stargazing, Nav II with Navigation and Nav III with Satellites.
That could be ok and may allow us to not make nav III quite so difficult to obtain - just the full withdrawal (flanking) line should be sufficient at that point.

Hmmm not what I was thinking. Late Wooden Ships have 3 Mp, meaning 2 on Coasts anyways. And since they are much bigger they have to be more cautios with Reefs and thus aren't faster there then small wooden ships. Only early wooden ships would need a double movement.
It would just be a way of countering the coastal penalties for these ships which probably wouldn't be a bad thing overall. But if we wanted to just give them directly to the earlier ones I'm sure there would be a way somehow. I figured you'd appreciate removing such easy access to nav I so early... ;)

Hydro said:
Well I was looking to other mods for ideas. One that comes to mind is Realism Invictus which has some specific naval techs such as ...

- Armored Plating - Where there Ironclad is.
- Steel Hull - Where their Light Cruiser and Pre-Dreadnaught is.
- Torpedoes - Here their Torpedo Boat is.
- Naval Ballistics - Where their Destroyer and Dreadnaught is.

I am not sure if that helps but its an idea.
It should but it will matter more where they fall than what they are. As some possible tools for filling gaps (where it makes sense to do so) these might be useful.

Hydro said:
Ok so using Vokary's old notes ...

X62
- Photography = 1826
- Steam Power = 1765
- Military Science = 1832

X63
- Journalism = 1835
- Romanticism = 1798
- Steampunk = N/A
- Bahá'í = 1844
- Food Preservation = 1806
- Marine Biology = 1841

X64
- Gas Lighting = 1792
- Machine Tools = 1800
- Thermodynamics = 1824
- Screw Propeller = 1827
- Railroad = 1825

And that's just the first 3 columns of the Industrial Era. As you can see the tech tree is less like a timeline and more like progress line. Its only an approximation of when any particular tech was discovered.

This means that getting units in the right placement can be tricky.
Yeah. What if we start first, before looking at techs at all, by clearly grouping the contemporary groups of naval units. Then clearly delineating the upgrade stages for each type through those groups.

At that point we can then begin to look at the tech tree to find where the group should be centered and get those center points balanced to allow each group to have it's own full expression in the game before being obsoleted. Then we can look for the naval techs around that center point to disperse the various upgrade types or we can look to adjust the tech tree with fill-in techs for this purpose etc...

If we break it down into a systematic process we'll make it easier on ourselves!

Hydro said:
So quick questions where does the Transport Ship Line fit into those. Obviously it would be much weaker, but how much weaker?
I feel like you're asking me to re-explain what I stated in the portion you quoted -
I said:
There's also Carrier and Transport and the Carrier is big and slow but a little stronger and of course, carries air units which are very valuable in naval warfare while the Transport can be very fast and capable of withdrawal but is by far the weakest ship type and is the gem to be protected in the stack above all others (if loaded - if not it can be used as a sacrificed distraction.)

So along the strength ratios established above, adding those in we get:
Modern Battleship (80 str), Modern Cruiser (70), Modern destroyer (60), Modern Sub (50), Carrier (40), Transport (30) Or something along these lines.
Transports would have some withdrawal - not nearly that of destroyers and subs but enough to make them potentially capable of survival.

DH said:
FYI - with regard to reefs and coral. If I get the python working the beacon and lighthouse improvements will reduce the affects of these features. Either reducing the movement penalty and or the damage done to units crossing them.
So between the improvements and Nav II reducing the effects, can we then presume that a ship can be made to at least be completely able to negate the damage from these tiles if they're crossing them in your own territory (does it matter if its YOUR lighthouse or not? - if not - between the two a ship could be made immune wherever a lighthouse or beacon exists - that would give a reason not to just destroy those!)
 
So between the improvements and Nav II reducing the effects, can we then presume that a ship can be made to at least be completely able to negate the damage from these tiles if they're crossing them in your own territory (does it matter if its YOUR lighthouse or not? - if not - between the two a ship could be made immune wherever a lighthouse or beacon exists - that would give a reason not to just destroy those!)

Ownership of the improvement can't be considered. I think only routes have such.
 
@Hydro: So far your sub tech proposals aren't looking too bad. I have a few ideas as to how this can really be improved as a whole but this is as far as I've been able to get tonight, laying down 'what is' (as if we've implemented your proposal and showing what CURRENTLY is on the tech prereqs for subs.)

I'm posting this here as food for thought but I want one more day to make a full re-arrangement proposal. I think the techs are not so bad in general the way you've proposed the subs so that's good... there's just some other issues to address here that I'd like to propose for. In many ways the deeper I look at this the more I understand a lot of your suggestions (though I still think we need to seriously reconsider the positioning of the Invisibility tech!)

Anyhow, here's what's come together from discussions and recent adjustments so far:
Type Steam Industrial Late Steam Industrial WWI WWII After WW Cold War Post Cold-War Gulf War - Now Next War Fusion/Invisibility
x62-x65 centers on x64 x70 x72-x73 x74-x76 x78 x80-x82 x84-x86 x89 x92 x94-x114
Transports Paddle Steamer (22/Transport(type) - currently upgrades to transport/x62(Steam Power)) Transport (30/Transport(type) - currently upgrades to Landing Ship Tank/x70(Motorized Transportation)) Landing Ship Tank (40/Transport(type) - currently upgrades to Fusion Transport/x78(Manufacturing)) Stiletto Boat (55/Transport(type) - currently upgrades to Fusion Transport/x86(Stealth)) Fusion Transport (60/Transport(type) - no upgrade/x107(Invisibility))

Carriers Early Carrier (32/Carrier(type) - currently upgrades to Carrier/x76(Naval Aviation)) Carrier (40/Carrier(type) - currently upgrades to Modern Carrier/x80(Jet Propulsion)) Modern Carrier (50/Carrier(Type) - currently upgrades to Fusion Carrier/x84(Modern Warfare)) Fusion Carrier (75/Carrier(type) - no upgrade/x110(Megastructure Engineering))

Destroyers Ironclad (24/Non-specified type(steamship) - currently upgrades to Advanced Ironclad/x64(Screw Propeller)) Advanced Ironclad (36/Destroyer(type) - currently upgrades to Destroyer/x70(Artillery)) Destroyer (46/Destroyer (type) - currently upgrades to Modern Destroyer/x74(Armored Vehicles)) Modern Destroyer (62/Destroyer (type) - currently upgrades to Stealth Destroyer and Modern Frigate/x80(Semi-Conductors)) Stealth Destroyer (80/Destroyer(type) - currently upgrades to Fusion Destroyer/x86(Stealth)) Unmanned Destroyer (105/Destroyer(type) - no upgrade/x92(Unmanned Naval Vehicles)) Fusion Destroyer (120/Destroyer(type) - no upgrade/x107(Invisibility))
Torpedo Boat (40/Destroyer(type) - currently upgrades to stealth destroyer(?)/x65(Assembly Line)) Modern Frigate (72/Destroyer(Type) - no upgrade/x82(Robotics))
Iron Frigate (30/Non-specified type(steamship) - currently upgrades to Advanced Ironclad/x66(Steel))

Submarines Nautilus (34/Submarine(type) - currently upgrades to Attack Submarine/x63(Steampunk)) Submarine (45/Submarine(type) - currently upgrades to Attack Submarine/x73(Submarine Warfare)) Attack Submarine (54/Submarine(type) - currently upgrades to Nuclear Submarine/x75(since last update x82(Advanced Rocketry) ) Nuclear Submarine (65/Submarine(Type) - currently upgrades to Fusion Submarine/x82(x87 Superconductors at present) Stealth Submarine (75/Submarine(type) - currently upgrades to Fusion Submarine/x86(x91SolarPropulsion at current)) Unmanned Submarine (125/Submarine(type) w/antisubmarine - no upgrade/x92(Unmanned Naval Vehicles)) Fusion Submarine (120/Submarine(type) - no upgrade/x98(currently x102 Biomimetrics))
Uboat (35/Submarine(type) - currently upgrades to Attack Submarine(?)/x66(currently x73(Submarine Warfare))
Battleships Pre-Dreadnought (39/Battleship(type) - currently upgrades to Drednought/x70(Artillery)) Dreadnought (48/Battleship(type) - currently upgrades to Battleship/x72(Industrialism)) Battleship (64/Battleship(type) - currently upgrades to Modern Battleship/x75(Mechanized Warfare)) Modern Battleship (78/Battleship(type) - currently upgrades to Fusioon Battleship/x80(Semi-Conductors)) Fusion Battleship (150/Battleship(type) - no upgrade/x114(Advanced Warmachines))

Cruisers Battlecruiser (48/Cruiser(type) - currently upgrades to Cruiser AND Heavy Cruiser/x72(Industrialism)) Cruiser (60/Cruiser(type) - currently upgrades to Missile Cruiser/x75(Mechanized Warfare)) Missile Cruiser (94/Cruiser(Type) - currently upgrades to Fusion Cruiser/x85(Guided Weapons)) AEGIS Cruiser (80/Cruiser(Type) - currently upgrades to Littoral Combat Ship/x89(Neural Networks)) Littoral Combat Ship (110/Cruiser(type) - currently upgrades to Fusion Cruiser/x94(Military Robotics)) Fusion Cruiser (130/Cruiser(type) - no upgrade/x103(Nanobotics))
QShip (35/Unspecified anti-sub - currently upgrades to Coast Guard Cutter/x73(Submarine Warfare)) Heavy Cruiser (60/Cruiser(type) - currently upgrades to Aegis Cruiser/x75(Mechanized Warfare))
Coast Guard Cutter (43/Cruiser (anti-Assault Ship) - currently upgrades to nothing/x73(Submarine Warfare))

Pirates Assault Ship (55/Pirate Ship (anti-Cargo Ship Merchant) - currently upgrades to nothing/x73(Submarine Warfare)) Unmanned Pirate Skiff (100/Criminal(type)(should be pirate ship) - no upgrade/x92(Unmanned Naval Vehicles))

Cargo Liberty Merchant (17/Trader - currently upgrades to Cargo Ship Merchant/x73(Submarine Warfare)) Cargo Ship Merchant (25/Trader - currently upgrades to nothing/x81(Conglomerates))
Note: compared to previous clusters, this is REALLY spread out!
Medical Ships Hospital Ship (25/Health Care/upgrades to Hospital Ship II/x70(Motorized Transportation))
 
@TB

Some proposals for the RI Naval techs.

New Techs

Armored Plating
Req Techs: Steam Power AND Grand War
Location: X63 Y11
Leads To: Steel Hull, Artillery

Steel Hull
Req Techs: Armored Plating AND Steel
Location: X67 Y11
Leads To: Torpedoes

Torpedoes
Req Techs: Steel Hull AND Organic Chemistry
Location: X68 Y11
Leads To: Naval Ballistics, Submarine Warfare

Naval Ballistics
Req Techs: Torpedoes AND Coast Guard
Location: X72 Y11
Leads To: Naval Aviation

Altered Techs

Artillery
Req Techs: Semi-Automatic Weapons AND Armored Plating

Submarine Warfare
Req Techs: Radio AND Industrialization AND Torpedoes

Naval Aviation
Req Techs: Mechanized Warfare AND Aviation AND Naval Ballistics

----

Let me know what you think. Note I tried to reduce any redundancies I saw.
 
Afforess added recently new promotion line to AND that adds water zone of control ability to naval units.

It is good idea to implement because without that sometimes is very hard to protect water choke points.
 
Yes he does :) recently he add some ai diplomacy improvements and this naval promotionvlije to AND 2
 
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