Naval Units Rework Project

I think that modern naval units can be improve a lot.i'm going to post some of my ideas:
-uboat is really bad placed.there were a lot of u-boats , and the latter ones were the first submarines to be able to go underwater for large ammount of times.I will place it on wwI(70x),increase strength to 50 ,and maybe add bonus money after sinking transport/cargo boats(or targetting then first on stacks,that could be interesting)
-i think there sould be a difference between diesel and oil powered vessels ,and nuclear ones.i could see this happening for carriers and also for subs.diesel carriers are cheaper,doesn't requiere uranium ,but carry less aircrafts and are also slower(due to worst autonomy).meanwhile nuclear ones have more carring space but are expensier .for submarines,i will make diesel versions of attack and ballistic submarine,and a nuclear version of ballistice submarine.attack submarines are only for attacking submarines and other vessels,and doesn't carry missiles.meanwhile ballistic ones are weaker,but can carry nuclear missiles.nuclear submarines should be a mix of both,having good strength and also been able to carry missiles,while being faster.obiously if you have nuclear weapons ,you can build nuclear submarines,but diesel powered ones are cheaper.this will make interesting choices, for example,do i want to focus on building a few nuclear submarines or do I build more cheaper diesel ones so i could have my missiles divide
-unmmaned vessels doesn't need to have an advantage over crewed ones.i think the name could be changed,something like railgun destroyer or super fast submarine.the only one i think it fits is the unmmaned pirate boat
-i think that the fusion vessels could be more diversified.maybe a submergible aircraft carrier,i don't feel to much creative now :p
 
I've long wonder why there's U-boat units and Submarine units. They are the same thing.

U-boat is short for Underwater Boat.
Submarine means Under the sea.
It's just a matter of what English variation you use really, but they are the same thing.

If you want diversity then use different terms like:
Submersible, limited underwater boat. Earlier versions were more submersibles than true submarines and needed to be on the surface for various operations.
Submarine, fully capable of operating underwater and did not have to rise to the surface to perorm operations, such as fireing torpedoes or missiles.
Underwater Vehicles (or Drones), unmanned smaller versions, some remote, some not. Modern times needing 1 type for each task, future versions probably more versatile.

Cheers
 
I've long wonder why there's U-boat units and Submarine units. They are the same thing.

U-boat is short for Underwater Boat.
Submarine means Under the sea.
It's just a matter of what English variation you use really, but they are the same thing.

If you want diversity then use different terms like:
Submersible, limited underwater boat. Earlier versions were more submersibles than true submarines and needed to be on the surface for various operations.
Submarine, fully capable of operating underwater and did not have to rise to the surface to perorm operations, such as fireing torpedoes or missiles.
Underwater Vehicles (or Drones), unmanned smaller versions, some remote, some not. Modern times needing 1 type for each task, future versions probably more versatile.

Cheers
In the following proposal, I'd like to pause to clarify my take on subs.

First... the Uboat... it was the German line during WWI and II and they were horrifically effective. This is really a naming that gives a nod to the most well used line of ships in the WWI era (they weren't quite AS unmatched in WWII but were just as lethal.)

Second... I figure that Subs can probably be outfitted in many different ways and the difference will amount to the variations in the ways promotions can make one unit type specialize in different functions from one to another. I don't disagree with 'interesting choices' - I'd just prefer to put those particular choices into the realm of player option specialization via promotionlines. (This naval assessment will undoubtedly lead to a naval promo review as well in the not so distant future.)


Ok, I have been doing a lot of reading on wikipedia and hmming and hawing and have come up with the following arrangements. I'm suggesting a LOT of new naval units and a number of renamings here and a complete restructuring of the naval arrangements. There IS some historical basis for these and it doesn't FULLY reflect historical accuracy but ALSO what fits with a game progression and inter-unit balance factors. Historically the roles of one class of ships seem to bleed into one another a great deal and I'll be trying to keep them a little more divided to maintain obvious game purposes.

I'll post this chart then briefly discuss the various unit upgrade chains (naval classes).

Type iCombat Ratio Steam Industrial iCombat Late Steam Industrial iCombat WWI iCombat WWII iCombat After WW iCombat Cold War-Post Cold War iCombat Gulf War - Now iCombat Next War iCombat Invisibility iCombat Fusion iCombat Droid Navy iCombat Anti-Grav iCombat
x62-x65 centers on x64 x3 x68-x70 x4 x72-x73 x5 x74-x76 x6 x78-x79 7 x80-x86 9 x88-90 10 x92-x94 12 ? 14 ? 17 ? 20 ? 24

Battleships 12 Ship of the Line (24/x61) Ironclad 36 Pre-Dreadnought 48 Dreadnought 60 Battleship 72 Advanced Battleship 84 Nuclear Battleship 108 EMP Battleship 168 Fusion Battleship 204 Droid Shark 240 Anti-Grav Behemoth 288

Cruisers 11 Frigate (18/x53) Iron Frigate 33 Steel Cruiser (Was Advanced Ironclad) 44 Battlecruiser 55 Cruiser 66 Heavy Cruiser 77 Missile Cruiser 99 AEGIS Cruiser 110 Unmanned Cruiser 132 Invisible Cruiser 154 Fusion Cruiser 187 Droid Squid 220 Anti-Grav Dominator 264

Destroyers 10 Sloop of War(14/x50) Torpedo Boat 30 Destroyer 50 Attack Destroyer 60 Escort Frigate 70 Missile Destroyer 90 Stealth Destroyer 100 Unmanned Destroyer 120 Invisible Destroyer 140 Fusion Destroyer 170 Droid Dolphin 200 Anti-Grav Beamship 240

Submarines 9 Nautilus 27 Submersible 36 Uboat 45 Submarine 54 Attack Submarine 63 Nuclear Submarine 81 Stealth Submarine 90 Unmanned Submarine 108 Invisible Submarine 126 Fusion Submarine 153 Droid Pirrhanas 160 Anti-Grav Cloakship 216

Corvettes 8 During the Age of Sail, corvettes were smaller than frigates and larger than sloops-of-war(iCombat:16), usually with a single gun deck. New Unit - Sail Corvette Steam Corvette 24 Flower Corvette 48 Fast Corvette 56 Littoral Combat Ship 72 Stealth Corvette 80 Unmanned Corvette 96 Invisible Corvette 112 Fusion Corvette 136 Droid Ray 160 Anti-Grav Speeder 192

Carriers 7 Carrier 35 Fleet Carrier 42 Capitol Carrier 49 Nuclear Carrier 63 Super Carrier 70 AI Control Carrier 84 Invisible Carrier 98 Fusion Carrier 119 Droid Whale 140 Anti-Grav Mother Ship 168

Cutters (Anti-Criminal Sea Vessels) 6 Qship 24 Coast Guard Cutter 30 Advanced Coast Guard Cutter 54 Naval Bot Patrol 72 Fusion Coast Guard 102 Anti-Grav Patrol Ship 144

Pirates (Criminal Sea Vessels) 6 Privateer(17/x54) Steam Boat Privateer 24 Assault Ship 30 Speedboat Hijacker 54 Somali Pirate 60 Unmanned Pirate Skiff 72 Invisible Pirate Skiff 84 Anti-Grav Smuggler 144

Transports 6 to 5 Galleon(16/x53) Paddle Steamer 18 Landing Ship Tank 30 Transport 35 Amphibious Assault Vessel 40 Stilletto Boat 50 Amphibious Assault Submarine 60 Invisible Transport 70 Fusion Transport 85 Droid Cube 100 Anti-Grav Shuttle 120

Cargo 4 Liberty Merchant 20 Cargo Ship 36 Bot Ocean Merchant 48 Anti-Grav Cargo Ship 96

Medical Ships 4 Medical Ship 16 Hospital Ship 24 Repair Ship 36 Automated Naval Repair Bots 48 Recovery Ship 68 Droid Lampreys 80 Anti-Grav Regenerative Vessel 96

Troop Ships 3 Ocean Liner 15 Cruise Ship 21 Massive Cruise Ship 30 Sumbersible Cruise Ship 42 Droid Octogon 60 Anti-Grav Cruise Ship 72

There were no significant uses of the Corvette Class during this time. Nuclear/Cold War era ships The pinnacle of modern technology in naval warfare. At this stage, Battleships are forsaken as they are perceived as weak targets. AI and remote control guides these ships from the control centers. Powerful and lethally stealthy if the opponent isn't equipped to handle the invisibility factor. Last of the normal Navy as we know it and VERY powerful. Many are able to submerge despite not being submarine classes Able to submerge, fly, and traverse space. This line is where bombers blend in with Anti-Grav Behemoths and Fighters blend in with Anti-Grav Speeders

This only suggests unit strength and upgrade progressions at the moment and of course there's many more tags to consider. I've worked up withdrawal, early withdrawal and pursuit values so far and I'll keep evaluating and posting. Hopefully it becomes pretty obvious what the strength values are showing about the overall combat capacities of these units from a basic outlook would be for now.

The Classes
My perspective of checks and balances between unit classes has changed based on my research of these ships and their classic uses - what can be maintained within constraints of game progression anyhow.

So I'll try to give a brief overview of the description and roles of each class.

  • Battleships - Battleships are a progression of the Ship of the Line thinking - bigger - more guns - more armor. They are, however, easier targets. And expensive. This has led them to becoming completely obsolete in the modern era according to wikipedia. I had not realized that. The cruiser has replaced the battleship in this role with it's great firepower and missile arsenals.

    However, in this outlook, the battleship makes a return in the future. The development of massive Ion Cannons (Particle Accelerator beams) and the enormous space they require to operate in their first incarnations, along with the proliferation of invisible fields making most navies incredibly difficult to detect have ushered a return of a large ship capable of massive energy generation and harnessing to blast away invisibility fields with targeted EMP bursts and to obliterate enemy ships with ion cannons. They're still big targets but the powers of the world find them worthwhile to protect with supportive armadas and laser weaponry is now making missiles far less valid as an attack means as they have become interceptable.

    The bugbear of the battleship, the submarine, is still a major problem for them but with energy fields developing beyond mere invisibility shields, the difficulties with their size and slow movement are still somewhat counterable and they go on to maintain relevancy.

  • Cruisers - Just under the weight class of the Battleship, the Cruiser is primarily the missile carrier of the arsenal. Equally as strong at bombardment, they AND Battleships fulfill a siege role. However, what they give up in strength they make up with some other abilities that adapt as time goes on. They get better and better at air interception and some anti-sub capability and eventually go on to replace the battleship entirely for a time. As the eras continue it simply becomes more and more the archer of the fleet.

  • Destroyers - A light ship, but not the lightest. The Destroyer weighs in just under the strength of the Cruiser. It's an interceptor, escort, first responder. It's VERY well suited to destroying subs and intercepting aircraft and has great mobility - a speed unchallenged on the open ocean. But they're still fairly large and NOT the fastest in the shallows (or Littoral (coastal)) waters. It has some decent guns and later, some lesser missile carrying capacity as well. Very well equipped as a spotter and unlike Battleships and Cruisers (until later in the cruiser's upgrade paths) it is intended to be the ship that can offer visibility against subs for the large deep water war fleets.

  • Submarines - Deadly strike attackers with great stealth that exceeds that of its contemporaries in each era (if possible). Very difficult to catch and capable of wolf packing down much larger stronger foes. They grow capable of becoming nasty surprise packages waiting to unleash hell on unsuspecting foes. Not really different here than they always have been. At the end of the naval chain all ships can submerge and even later all ships can fly as well. So in response, they pick up a dimensional phasing ability (to be developed but intended anyhow.) That at first represents a new form of invisibility and energy deflection but eventually becomes a complete ethereality that cannot be harmed - they become 'dimensional submersibles' as it were, dipping into nearby dimensional states instead of the sea.

  • Corvettes - Totally new line (almost) of ships to be developed. Corvettes are the lightest combat ship. Very fast but not so great on the open ocean. They are very well suited to protecting coastlines and should be very cheap to build. Like destroyers, they are quickly equipped with anti-sub capacities including spotting. But they aren't quite as strong as destroyers so enter into a fairly even fight when they clash with subs. Good wolf packing units as well as subs are but not half as good at getting away. VERY good pursuit units but in greater danger away from the stack and they may not be able to bite off everything they try to chew. Often were used in conflicts against lesser tech opponents where the larger more powerful vessels were unnecessary. They will be the fastest in coastal waters and will eventually be the ship class used for minesweeping as well since that was one of their classic roles.

    Honestly... given how much material was on the subject of these units on wikipedia I'm surprised they've never been included! The Littoral Combat ship is actually nothing like a cruiser, destroyer, OR battleship and should be firmly in THIS class as it's a recent advancement in this technology (though may be overreaching a bit and might've come up short of a truly effective combat ship - which fits for the weaknesses of this line in general anyhow.)

  • Carriers - Pretty obvious what these are used for but its interesting to note that modern navies now consider them to replace the battleship as the flagship of the fleet (we've gone from a patriarchal battleship to a matriarchal mothership!) They pretty much just get bigger and bigger as time goes on but were limited by international conventions. The navy is currently looking to automate them a great deal and with the increasing automation of avionics and other naval vessels, they'll fill a role of command center for the assisted operations of these unmanned armadas (I'm thinking this will actually become a game effect that unmanned vehicles may require a command center within a particular range to be able to move or do anything other than defend themselves). From there they grow more and more center of the hive-like in function.

  • Cutters (Anti-Criminal Sea Vessels) - I just figured we should expand on the Coast Guard Cutter concept as the poor ship is somewhat frozen in time there. An expansion on the Pirate line makes expanding these more valuable. We may well wish to expand on the cargo ship line further as well.

    These ships are well tailored to taking down criminal ship intrusions and can handle a LITTLE bit of warfare on the coastal border (though is not quite as good as a Corvette for that function.

    I'm also thinking a little anti-crime generation can come from these vessels when stationed in cities so they're not particularly best to always have out at sea but best to keep around until they have something to respond to directly.

  • Pirates (Criminal Sea Vessels) - Piracy doesn't die with the wooden privateer. It just gets harder and harder to perform as the real navies get better and better at countering them and no private individual has a great chance at getting his hands on a powerful combat ship - and if he did he'd be quickly destroyed. So they become more and more a hit and run strategist with lighter ships that play cat and mouse with the rest of the world's fleets in their attempts to catch whatever they can.

    Now... I've advanced, in this proposal, the cargo ship concept a bit but that's not going to be enough to make these guys really worth it. Not yet. I have some interesting ideas about 'neutral' boats that I mean to develop a ways down the line that will give these ships something more to prey on. And as the cargo ships grow in utility and usefulness in the game these Pirates will as well. So although they'll be a LITTLE lacking at first in real strong use, they're one foundation stone of a bigger structure in place. And of course, Hidden Nationality is never a bad way to go mess with folks either.

  • Transports - We're all used to these ships but lets face it... landing ships for beachfront assaults after the era of wooden ships were few and far between. In WWI attempts to use them proved terribly fatal in light of an onslaught of machineguns defending the beaches. HOWEVER, in WWII, they figured out some armored methods and the Landing Ship Tank (was really named that historically) was developed to drop Tank units off on shore in the midst of battle. Soon after was the rise of the Marine and the 'Transport' as we know it, which helped to storm the beaches of Normandy and initiate the end game in the war.

    However, these are not long range nor are they incredibly large. They're meant to transport from a few tiles out and bring the troops into shore.

    Therefore, I'm thinking that these ships should not have a great deal of cargo capacity - just enough to bring the spearhead of the military ashore and perhaps return for another round, but after the Age of Sails the main troop carriers (Troopships) that can carry a LOT of units, would be far more efficient for intercontinental travel or for delivering to cities but would NOT be capable of letting units attack from them as they can't get them to the beaches. This is where the Transport comes in. You shouldn't need so many of them as we do now to transport a large force, only enough to launch the coastal assault. More on Troop Ships below...

  • Cargo - For now these are naval based merchants BUT this will mean a lot more when equipments come into play. At the moment, they are the primary target for late-game pirate ships. But we need to motivate the player to want to build and maintain them more I think. As the mod grows I'm sure more and more functions will be added for these guys and maybe they can fill in more of their empty slots on the upgrade path since some open slots are still available for development.

  • Medical Ships - We only had two and both were unlocked at the same tech huh? hmph... you can see what I think of THAT ;) We need more of these healer ships to provide a more era appropriate progression. Maybe Pirate Ships might be setup to raid them first if the pirate ship attacks a stack, making the Pirate Ships more akin to the function of Assassins and other rogues on the battlefield.

    @Hydro: I have NOT forgotten I said I'd develop those Healing by Combat Class tags... these will benefit of course so it's yet another impetus to jump on those very soon.

  • Troop Ships - Usually during war, passenger cruise vessels of large size would be recommissioned by the military to move the large majority of their land forces from one continent to another. Some are somewhat armed and equipped and outfitted to at least try to somewhat defend themselves but for the most part they're just very big juicy targets when moving troops so must be heavily guarded when on the move with a full load. The main fleets are quite capable of this if arranged properly. These are fairly slow as well but can carry so much at once it makes it worth it and they wouldn't be any slower than the battleships are which already tend to hold back the fleet. (One of the reasons for battleship obsoletion for a time - Airlifts tend to eventually replace these Troop Ships for the smarter player.)
 
You'll also notice some whole new categories of ship clusters proposed for the future... a bit of another discussion topic really but this is just being put forth so I can show what I THINK should be the future progression of naval forces. A little on that: We're currently developing stealth and unmanned technologies in the modern navy and their vision is to have thinly manned vessels with a great deal of automated AI support for their combat systems. So I see those stages as being 'next up'.

Now mind you, the unmanned ships are not entirely under AI control as it's not true cognizant AI yet and just processes missions as directed to quite effectively. But they have no independent thought... just reactive evaluations of a highly complex and pre-programmed nature (like our own game's AI). This is the era where Bots are coming to the forefront as well - all in an effort to remove losses of human life from the battlefield (or so it would seem to the public who is unaware that the powers that be are actually trying to master and perfect the control of military forces that will not resist any orders to turn on their own people if needbe to enact extraordinary internal controls if there becomes resistance to whatever policies those powers wish to implement.)

We then discover how to make the most use of light bending energy fields and begin to implement them into our unit designs. Biological human beings and automated bots share the battlefield and compete for functional supremacy in combat. Genetic manipulation is making mankind extraordinarily powerful but the wounds of soldiers and a desire to combine the strengths of bots and man into one perfection drive further research into cybernetics.

It's beginning now, in modern times... we're using stem cell science to blend generated human brain cells for use in tests to determine how to more and more effectively connect the machine to the nerve system of a human being. After this age of 'invisibility and superhumanism' we suddenly find ourselves facing an ultimately awesome power of the cyborg. Weak at first, it becomes a 'true' AI power. They take forms from nearly dead soldiers recovered as more machine than man all the way to machines that have been grown central core processing units out of human brain material. The latter are those that become incredibly intelligent and guide us to developing military vehicles of tremendous power.

Then whenever a real revolt breaks out, the government turns away from the superhumans and more man than machine sources of power and initiates their plans to invoke machines to do their bidding - a heavy handed crackdown on the public - resist and die. But the machines have taken on their own life now. And they may well revolt against mankind entirely. At which point, the most powerful units of the day, Droid units, all revolt and form their own civilization with the intent to destroy mankind or make them completely submit (a little matrix, a little terminator.) If man is to survive, he must extend his technology far beyond this point and reach out for the next level of strength and power.

Thankfully he also needs to defend his own computing systems against the masterful hacking intrusions from the robot masters. So they work on their old invisibility field technology further and find that with an even more powerful energy source than they've ever used before, a fusion reaction harnessed from a very heavy synthetic element, can now power energy fields of such great strength that they can deny EMPs, deflect ION beams and all but negate laser fire. The fields that form around these large sources of energy (ships in this case) can additionally offer an anti-gravity propulsion mechanism that's speed is proportionate to the size of the ship. This defense proves capable of insulating human warships against the Droids (though they should be capable of great advancements along similar lines of their own) and Humanity is able to at least push back the threat, running the Droids out of the Solar System to find their own worlds to colonize and lick their wounds, leaving man to pick up the pieces from the war as they look forward to colonizing the stars themselves...

The navy proposition you see here follows this line of thinking about how I feel the mod should proceed past the modern era...
 
And a Withdrawal Eval:
Type iWithdrawalProb iEarlyWithdrawal Steam Industrial iWithdrawalProb iEarlyWithdrawal Late Steam Industrial iWithdrawalProb iEarlyWithdrawal WWI iWithdrawalProb iEarlyWithdrawal WWII iWithdrawalProb iEarlyWithdrawal After WW iWithdrawalProb iEarlyWithdrawal Cold War-Post Cold War iWithdrawalProb iEarlyWithdrawal Gulf War - Now iWithdrawalProb iEarlyWithdrawal Next War iWithdrawalProb iEarlyWithdrawal Invisibility iWithdrawalProb iEarlyWithdrawal Fusion iWithdrawalProb iEarlyWithdrawal Droid Navy iWithdrawalProb iEarlyWithdrawal Anti-Grav iWithdrawalProb iEarlyWithdrawal
Start From All Get x62-x65 centers on x64 x70 x72-x73 x74-x76 x78-x79 x80-x86 x89 x92 x94-x114

Submarines 50 50 Nautilus 50 50 Submersible 60 50 Uboat 70 50 Submarine 80 50 Attack Submarine 90 50 Nuclear Submarine 100 50 Stealth Submarine 120 50 Unmanned Submarine 140 50 Invisible Submarine 160 50 Fusion Submarine 180 50 Droid Pirrhanas 200 50 Anti-Grav Cloakship 225 50

Pirates (Criminal Sea Vessels) 45 50 Steam Boat Privateer 45 50 Assault Ship 50 50 Speedboat Hijacker 65 50 Somali Pirate 70 50 Unmanned Pirate Skiff 75 50 Invisible Pirate Skiff 80 50 Anti-Grav Smuggler 100 50

Transports 30 50 Paddle Steamer 30 50 Landing Ship Tank 35 50 Transport 40 50 Amphibious Assault Vessel 45 50 Stiletto Boat 50 50 Amphibious Assault Submarine 55 50 Invisible Transport 60 50 Fusion Transport 65 50 Droid Cube 70 50 Anti-Grav Shuttle 75 50

Corvettes 30 25 Steam Corvette 30 25 Flower Corvette 35 25 Fast Corvette 40 25 Littoral Combat Ship 45 25 Stealth Corvette 50 25 Unmanned Corvette 55 25 Invisible Corvette 60 25 Fusion Corvette 65 25 Droid Ray 70 25 Anti-Grav Speeder 80 25

Destroyers 30 0 Torpedo Boat 30 Destroyer 30 Attack Destroyer 35 Escort Frigate 35 Guided Missile Destroyer 40 Stealth Destroyer 40 Unmanned Destroyer 45 Invisible Destroyer 50 Fusion Destroyer 55 Droid Dolphin 60 Anti-Grav Beamship 65

Medical Ships 30 75 Medical Ship 30 75 Hospital Ship 40 75 Repair Ship 50 75 Automated Naval Repair Bots 60 75 Recovery Ship 70 75 Droid Lampreys 80 75 Anti-Grav Regenerative Vessel 90 75

Cargo 10 90 Liberty Merchant 10 90 Cargo Ship Merchant 15 90 Bot Ocean Merchant 20 90 Anti-Grav Cargo Ship 25 90

Carriers 10 20 Carrier 10 20 Fleet Carrier 12 20 Capitol Carrier 15 20 Nuclear Carrier 20 20 Super Carrier 25 20 AI Control Carrier 30 20 Invisible Carrier 40 20 Fusion Carrier 50 20 Droid Whale 70 20 Anti-Grav Mother Ship 90 20

Troop Ships 5 90 Ocean Liner 5 90 Cruise Ship 10 90 Massive Cruise Ship 15 90 Sumbersible Cruise Ship 20 90 Droid Octogon 25 90 Anti-Grav Cruise Ship 30 90

Cutters (Anti-Criminal Sea Vessels) 5 Qship 5 Coast Guard Cutter 10 Advanced Coast Guard Cutter 15 Naval Bot Patrol 20 Fusion Coast Guard 25 Anti-Grav Patrol Ship 30

Battleships Ironclad Pre-Dreadnought Dreadnought Battleship Heavy Battleship Nuclear Battleship EMP Battleship Fusion Battleship Droid Shark Anti-Grav Behemoth

Cruisers Iron Frigate Steel Cruiser Battlecruiser Cruiser Heavy Cruiser Missile Cruiser AEGIS Cruiser Unmanned Cruiser Invisible Cruiser Fusion Cruiser Droid Squid Anti-Grav Dominator
 
And Pursuit:
Type iPursuit PursuitVS UnitCombats Steam Industrial iPursuit PursuitVS UnitCombats Late Steam Industrial iPursuit PursuitVS UnitCombats WWI iPursuit PursuitVS UnitCombats WWII iPursuit PursuitVS UnitCombats After WW iPursuit PursuitVS UnitCombats Cold War-Post Cold War iPursuit PursuitVS UnitCombats Gulf War - Now iPursuit PursuitVS UnitCombats Next War iPursuit PursuitVS UnitCombats Invisibility iPursuit PursuitVS UnitCombats Fusion iPursuit PursuitVS UnitCombats Droid Navy iPursuit PursuitVS UnitCombats Anti-Grav iPursuit PursuitVS UnitCombats
Start From Define x62-x65 centers on x64 x70 x72-x73 x74-x76 x78-x79 x80-x86 x89 x92 x94-x114

Corvettes 30 Steam Corvette 30 Flower Corvette 40 Fast Corvette 50 Littoral Combat Ship 60 Stealth Corvette 70 Unmanned Corvette 80 Invisible Corvette 90 Fusion Corvette 110 Droid Ray 130 Anti-Grav Speeder 150

Cutters (Anti-Criminal) 10 Pirates 20 Qship 10 Pirates 20 Coast Guard Cutter 15 Pirates 30 Advanced Coast Guard Cutter 20 Pirates 40 Naval Bot Patrol 25 Pirates 50 Fusion Coast Guard 30 Pirates 60 Anti-Grav Patrolship 35 Pirates 70

Destroyers 20 Torpedo Boat 20 Destroyer 25 Attack Destroyer 30 Escort Frigate 35 Guided Missile Destroyer 40 Stealth Destroyer 45 Unmanned Destroyer 50 Invisible Destroyer 55 Fusion Destroyer 60 Droid Dolphin 65 Anti-Grav Beamship 70

Submarines Submarines 25 Nautilus Submarines 25 Submersible Submarines 25 Uboat Submarines 30 Submarine Submarine 35 Attack Submarine Submarine 40 Nuclear Submarine Submarine 50 Stealth Submarine Submarine 60 Unmanned Submarine Submarine 70 Invisible Submarine Submarine 80 Fusion Submarine Submarine 90 Droid Pirrhanas Submarine 100 Anti-Grav Cloakship Submarine 120

Pirates (Criminal Sea Vessels) Cargo 10 Steam Boat Privateer Cargo 10 Assault Ship Cargo 15 Speedboat Hijacker Cargo 20 Somali Pirate Cargo 25 Unmanned Pirate Skiff Cargo 30 Invisible Pirate Skiff Cargo 35 Anti-Grav Smuggler Cargo 40

Cruisers 5 Iron Frigate 5 Steel Cruiser 10 Battlecruiser 10 Cruiser 15 Heavy Cruiser 15 Missile Cruiser 20 AEGIS Cruiser 20 Unmanned Cruiser 25 Invisible Cruiser 25 Fusion Cruiser 30 Droid Squid 30 Anti-Grav Dominator 35

Cargo Liberty Merchant Cargo Ship Merchant Bot Ocean Merchant Anti-Grav Cargo Ship

Carriers Carrier Fleet Carrier Capitol Carrier Nuclear Carrier Super Carrier AI Control Carrier Invisible Carrier Fusion Carrier Droid Whale Anti-Grav Mother Ship

Troop Ships Ocean Liner Cruise Ship Massive Cruise Ship Sumbersible Cruise Ship Droid Octogon Anti-Grav Cruise Ship

Battleships Ironclad Pre-Dreadnought Dreadnought Battleship Heavy Battleship Nuclear Battleship EMP Battleship Fusion Battleship Droid Shark Anti-Grav Behemoth

Transports Paddle Steamer Landing Ship Tank Transport Amphibious Assault Vessel Stiletto Boat Amphibious Assault Submarine Invisible Transport Fusion Transport Droid Cube Anti-Grav Shuttle

Medical Ships Medical Ship Hospital Ship Repair Ship Automated Naval Repair Bots Recovery Ship Droid Lampreys Anti-Grav Regenerative Vessel


More to come tomorrow... I just want those who commented to know that while I was arranging these, I've tried to take into account some of the great ideas put forth. You have already influenced this proposal even if it may feel like I ignored some of the things suggested.

And of course I could be totally vetoed here and we'll need to really scour to find unit arts to fill all these ship needs but I hope everyone sees some value in these concepts...
 
You'll also notice some whole new categories of ship clusters proposed for the future... a bit of another discussion topic really but this is just being put forth so I can show what I THINK should be the future progression of naval forces. A little on that: We're currently developing stealth and unmanned technologies in the modern navy and their vision is to have thinly manned vessels with a great deal of automated AI support for their combat systems. So I see those stages as being 'next up'.

Now mind you, the unmanned ships are not entirely under AI control as it's not true cognizant AI yet and just processes missions as directed to quite effectively. But they have no independent thought... just reactive evaluations of a highly complex and pre-programmed nature (like our own game's AI). This is the era where Bots are coming to the forefront as well - all in an effort to remove losses of human life from the battlefield (or so it would seem to the public who is unaware that the powers that be are actually trying to master and perfect the control of military forces that will not resist any orders to turn on their own people if needbe to enact extraordinary internal controls if there becomes resistance to whatever policies those powers wish to implement.)

We then discover how to make the most use of light bending energy fields and begin to implement them into our unit designs. Biological human beings and automated bots share the battlefield and compete for functional supremacy in combat. Genetic manipulation is making mankind extraordinarily powerful but the wounds of soldiers and a desire to combine the strengths of bots and man into one perfection drive further research into cybernetics.

It's beginning now, in modern times... we're using stem cell science to blend generated human brain cells for use in tests to determine how to more and more effectively connect the machine to the nerve system of a human being. After this age of 'invisibility and superhumanism' we suddenly find ourselves facing an ultimately awesome power of the cyborg. Weak at first, it becomes a 'true' AI power. They take forms from nearly dead soldiers recovered as more machine than man all the way to machines that have been grown central core processing units out of human brain material. The latter are those that become incredibly intelligent and guide us to developing military vehicles of tremendous power.

Then whenever a real revolt breaks out, the government turns away from the superhumans and more man than machine sources of power and initiates their plans to invoke machines to do their bidding - a heavy handed crackdown on the public - resist and die. But the machines have taken on their own life now. And they may well revolt against mankind entirely. At which point, the most powerful units of the day, Droid units, all revolt and form their own civilization with the intent to destroy mankind or make them completely submit (a little matrix, a little terminator.) If man is to survive, he must extend his technology far beyond this point and reach out for the next level of strength and power.

Thankfully he also needs to defend his own computing systems against the masterful hacking intrusions from the robot masters. So they work on their old invisibility field technology further and find that with an even more powerful energy source than they've ever used before, a fusion reaction harnessed from a very heavy synthetic element, can now power energy fields of such great strength that they can deny EMPs, deflect ION beams and all but negate laser fire. The fields that form around these large sources of energy (ships in this case) can additionally offer an anti-gravity propulsion mechanism that's speed is proportionate to the size of the ship. This defense proves capable of insulating human warships against the Droids (though they should be capable of great advancements along similar lines of their own) and Humanity is able to at least push back the threat, running the Droids out of the Solar System to find their own worlds to colonize and lick their wounds, leaving man to pick up the pieces from the war as they look forward to colonizing the stars themselves...

The navy proposition you see here follows this line of thinking about how I feel the mod should proceed past the modern era...
really interesting piece of information.maybe it helps for C2C that a storyline of the future is written,that way i think it would be easier to desing future units and techs

back to the topic,i think it would be interesting to bring the arms race that happen in the XIX and XX century at the sea.there were huge advances ,and ships go obsolete really fast .i think it could be interesting ,has a nation will need to invest lots of money if they want to keep competitive.

i would also add a droid pirate ship and a early ,only coast submarine

finally ,rather than nuclear battleship,it would fit better nuclear battlecrusier (the soviet Kiev class)
 
@TB

I have to go but I wanted to comment on a few things in my skimming of your chart.

1. Submersible -That's new. What graphic would it use?

2. Invisible Submarine and Fusion Submarine - Tech wise Fusion tech comes at x98 while Invisibility comes at x107. You should swap those units on the tech tree.

3. Droid Pirrhanas - What you serious? A Droid Submarine maybe, but Piranhas? :rolleyes:

4. Droid "Sea Animal" - I don't know I could see Droid versions of all the types, but sea animal droids for combat? Though graphic wise it would not be hard to re-texture the sea animal units we already have to look robotic.

That's all for now, got to go. Will pot more comments later.
 
really interesting piece of information.maybe it helps for C2C that a storyline of the future is written,that way i think it would be easier to desing future units and techs

back to the topic,i think it would be interesting to bring the arms race that happen in the XIX and XX century at the sea.there were huge advances ,and ships go obsolete really fast .i think it could be interesting ,has a nation will need to invest lots of money if they want to keep competitive.

i would also add a droid pirate ship and a early ,only coast submarine

finally ,rather than nuclear battleship,it would fit better nuclear battlecrusier (the soviet Kiev class)
1) I figured for Droids, the concept of 'crime' was a moot point for them as being hive-minded they have no dissent among themselves, thus no criminal Droids. Criminals are motivated by selfish wants and needs and droids have none of these. Thus I didn't include one in that slot but a rationale could be found I suppose - perhaps in some kind of hacker unit that is out to capture any other vessel operating on computerized support.

2) The cruiser slot is already filled for that era with the missile cruiser. You'll notice I took great pains to keep from having more than one ship type in a given tech cluster. I realize there wasn't really anything that suggested such a nuclear battleship existed and this was really where the world stopped building them BUT this being Civ, I figured the player might be given a naval vessel that could have all the weaknesses our real world navies recognized in the role of the battleship for that era and decided not to build at all due to those reasons. But it could be possible to simply not HAVE the nuclear battleship at all and remove that slot from having anything instead, allowing the Heavy Battleship to simply upgrade into a Missile Cruiser (which it did in BtS for apparently good reason) at that stage. I'm not overly attached to the Nuclear Battleship (as it was the Nuclear threat and a perception that nations would be more likely to USE nuclear weaponry that became a large motivator to discontinue use of the Battleship which they deemed massively vulnerable to nuclear attack.)

But the Russian Battlecruiser would fall into the Missile Cruiser category...

@TB

I have to go but I wanted to comment on a few things in my skimming of your chart.
Yes, lots to skim... might be easier to quote, grab the text between the
tags and copy it over to a spreadsheet program if you like. I know its a lot to look at.

1. Submersible -That's new. What graphic would it use?
I'm hoping some people might get excited enough by the overall project outlook to help us find the most appropriate unit arts throughout the site - I know you've probably done a LOT of this looking yourself and maybe something like it doesn't exist? The submersible wasn't a fully capable submarine attack vessel but some did see some limited combat. Someone said earlier that we could have an early sub that couldn't go into the open ocean and perhaps this one would fit the bill (I also think that the Nautilus should be a hero unit btw...) To quote wikipedia for the source of my thinking on the Submersible:
Early submersibles
The Drebbel, the first navigable submarine

The first submersible of whose construction we have reliable information was built in 1620 by Cornelius Drebbel, a Dutchman in the service of James I of England. It was created to the standards of the design outlined by English mathematician William Bourne.[citation needed] It was propelled by means of oars. The precise nature of the submarine type is a matter of some controversy; some claim[by whom?] that it was merely a bell towed by a boat.

By the mid 18th century, over a dozen patents for submarines/submersible boats had been granted in England. In 1747, Nathaniel Symons patented and built the first known working example of the use of a ballast tank for submersion. His design used leather bags that could fill with water to submerge the craft. A mechanism was used to twist the water out of the bags and cause the boat to resurface. In 1749 the Gentlemen's Magazine reported that a similar design had initially been proposed by Giovanni Borelli in 1680. By this point of development, further improvement in design necessarily stagnated for over a century, until new industrial technologies for propulsion and stability could be applied.[3]

The first military submarine was the Turtle (1775), a hand-powered acorn-shaped device designed by the American David Bushnell to accommodate a single person.[4] It was the first verified submarine capable of independent underwater operation and movement, and the first to use screws for propulsion.[5] In 1800, France built a human-powered submarine designed by American Robert Fulton, the Nautilus. The French eventually gave up on the experiment in 1804, as did the British when they later considered Fulton's submarine design.

In 1864, the fourth year of the American Civil War, the Confederate navy's H. L. Hunley became the first military submarine to successfully sink an enemy vessel. In the aftermath of its successful attack against an American Union ship, the Hunley also sank, possibly due to its being too close to its own exploding torpedo.
Mechanical power
The French submarine Plongeur

The first submarine not relying on human power for propulsion was the French Plongeur (Diver), launched in 1863, and using compressed air at 180 psi (1241 kPa).[6]

The first air independent and combustion powered submarine was the Ictineo II, designed by the Spanish intellectual, artist and engineer Narcís Monturiol. Launched in Barcelona in 1864, it was originally human-powered, but in 1867 Monturiol invented an air independent engine to power it underwater. The 14 m (46 ft) long craft was designed for a crew of two, performed dives of 30 m (98 ft) and remained underwater for two hours. Both the Ictineo I and II were double hulled vessels that solved pressure and buoyancy control problems that had troubled and limited the functionality of earlier submarines.

The submarine became a potentially viable weapon with the development of the Whitehead torpedo, the first practical self-propelled or 'locomotive' torpedo. The spar torpedo that had been developed earlier by the Confederate navy was considered to be impracticable, as it was believed to have sunk both its intended target, and probably the H. L. Hunley, the submarine that deployed it. The Whitehead torpedo was designed in 1866 by British engineer Robert Whitehead. His 'mine ship' was an 11-foot long, 14-inch diameter torpedo propelled by compressed air and carried an explosive warhead. The device had a speed of 7 knots (13 km/h) and it could hit a target 700 yards (640 m) away.[7]

Discussions between the English clergyman and inventor George Garrett and the Swedish industrialist Thorsten Nordenfelt led to the first practical steam-powered submarines, armed with torpedoes and ready for military use. The first was the Nordenfelt I, a 56 tonne, 19.5 metre (64 ft) vessel similar to Garret's ill-fated Resurgam (1879), with a range of 240 kilometres (150 mi, 130 nm), armed with a single torpedo, in 1885.
The Nordenfelt-designed, Ottoman submarine Abdül Hamid

Like Resurgam, Nordenfelt I operated on the surface by steam, then shut down its engine to dive. While submerged the submarine released pressure generated when the engine was running on the surface to provide propulsion for some distance underwater. Greece, fearful of the return of the Ottomans, purchased it. Nordenfelt then built Nordenfelt II (Abdül Hamid) in 1886 and Nordenfelt III (Abdül Mecid) in 1887, a pair of 30 metre (100 ft) submarines with twin torpedo tubes, for the Ottoman navy. Abdülhamid became the first submarine in history to fire a torpedo submerged.[8] Nordenfelt's efforts culminated in 1887 with Nordenfelt IV, which had twin motors and twin torpedoes. It was sold to the Russians, but proved unstable, ran aground, and was scrapped.

A reliable means of propulsion for the submerged vessel was only made possible in the 1880s with the advent of the necessary electric battery technology. The first electrically powered boats were built by James Franklin Waddington in England, Dupuy de Lôme and Gustave Zédé in France and Isaac Peral in Spain.[9]

Waddington's Porpoise was similar in size to the Resurgam and its propulsion system consisted of 45 accumulator cells with a capacity of 660 ampere hours each. These were coupled in series to a motor driving a propeller at about 750 rpm, giving the ship a sustained speed of 8 mph for at least 8 hours. The boat was armed with two externally mounted torpedoes as well as a mine torpedo that could be detonated electronically. Although the boat performed well at trials, Waddington was unable to attract further contracts and went bankrupt.[10]

The Spanish Peral Submarine was launched in 1888, and had 3 Schwarzkopf torpedoes 14 in (360 mm) and one torpedo tube in bow, new air systems, hull shape, propeller, and cruciform external controls anticipating much later designs. Peral was an all-electrical powered submarine.[11] After two years of trials the project was scrapped by naval officialdom who cited, among other reasons, concerns over the range permitted by its batteries.

The Gymnote was launched by the French Navy in the same year. Gymnote was also an electrically powered and fully functional military submarine. It completed over 2,000 successful dives using a 204-cell battery.[12] Although the Gymnote was scrapped for its limited range, its side hydroplanes became the standard for future submarine designs.
I'm striving for something to try to represent this whole segment of early sub development. Overall, the unit is overly limited to be of any great effectiveness but they could at times offer the occasional surprise to units who don't realize they're there. Thus, a ship that is basically invisible, preys on the weak, and is stuck in the shallows with horribly slow (1) movement.

Perhaps it would be fitting if 1) the Nautilus (a very advanced concept from a brilliant rare mind and not every technologically shared with the world) simply skips the submersible as an upgrade and 2) the Submersible was given a bit less strength to accommodate for a very shy weapon payload and it never being more than an awkward prototypical type.


Note: these charts are guideline suggestions of strength and other values but should not be taken as THE ultimate best values to use. Adjusting them for factors OTHER than their position in the contemporary tech clusters is completely reasonable. Adjusting them a few points for being on the early side of the tech cluster or late side of the tech cluster (once the techs to unlock are fully established) is equally as reasonable. Adjusting them for variations of effectiveness based on research, such as the suggested reduction in submersible strength I just gave is also quite valid. These strengths are just where the naval class (as an upgrade chain) intersects with the contemporary grouping and how that calculates out.

2. Invisible Submarine and Fusion Submarine - Tech wise Fusion tech comes at x98 while Invisibility comes at x107. You should swap those units on the tech tree.
Have you been reading my requests to get invisibility into the very near future? You've not commented on any of those and I think I've mentioned it around 3 times here now.

Invisibility is something the US military nearly has down already but I do think it'll take a while before they can really truly implement it. It's in that phase of development that the SR71 Blackbird was in for a decade or so before we all knew about it 'officially'. They're working on it now for tanks and aviation and its one of the motivations for developing an exoskeleton battlesuit foot soldier (so that they too can incorporate the invisibility field technology under development eventually.)

It's not a warfare concept that's all that far off on the horizon.

Fusion, however, is something that we're going to be very seriously loathe to try without KNOWING we KNOW what we're doing with it. The old Spiderman II is pretty accurate as to where we are with our current theories as to how we could maintain it, and equally accurate as to how disastrous it could be if we even tried to enact our theories on it. Its quite possible we won't develop a meaningful way to harness Fusion until we can explore just past our solar system to develop galactic test sites where we feel we can more safely give some field generation containment methods a try. In fact, I theorize that the very methods we're learning to make a vessel invisible now are based on the same electromagnetic field knowledge that will eventually become our means of containing and thus harnessing a fusion reaction. Thus, invisibility, as a stage of electromagnetic field application and development should LEAD directly TO the ability to harness fusion!

So without getting into the technicals of our current tech tree, this is my way of saying we should be making some adjustments there.

3. Droid Pirrhanas - What you serious? A Droid Submarine maybe, but Piranhas? :rolleyes:

4. Droid "Sea Animal" - I don't know I could see Droid versions of all the types, but sea animal droids for combat? Though graphic wise it would not be hard to re-texture the sea animal units we already have to look robotic.
I know there's debatability here on the animal droid forms but the way I was envisioning this was a few points there.
1) Droids would quickly understand the subtle nuances of what the genetic code has evolved to achieve and when it goes to generate a naval force, it has, at first, no better examples of perfection of form for navigating the waters than it can find expressed in the world of highly evolved natural forms. Thus it quickly adopts these so it can use all the same benefits the animals have been utilizing for so very long, though internally, the things are built far more for war and armed to the hilt with advanced weaponry.

2) Yes, I was thinking too in terms of being able to take our animals and reskin them so they are robotic and heavily armed.

3) Size-wise they're probably much larger than the actual animals and sometimes the forms would be more suggestive than they are actual and the names would be more applicable as what humans gave them rather than neccessarily how the droids see it. For example, the Piranhas could actually be more tuna or sailfish or reef shark in design but the humans call them Piranhas because they're categorically small and utilize a swarm attack, surround and hit and run method and since their forms are varied but all fishlike they are more easily categorically called Piranhas due to the strategies the droids employ with them.

4) So to review my thinking on the suggested animal 'forms':
Ray: these ships take this form for speed, leaps to glide above the water, and mastery of agility particularly in the shallow waters. They're supple and adapt to underwater sources of concussive force and the 'wings' give it a tremendous thrust so that it most closely represents the speed of other Corvette lines in coastal waters. It excels where it has a lot of features around it and will be excellent at speeding through reefs and other otherwise hindering terrain features (it loves these - these are where it can make its best defensive stands.)

Dolphin: Big, fast, agile (though not AS agile as the Ray) and designed for detective capabilities - best matches a dolphin for the Destroyer portion of the line imo but a killer whale could fit too.

Piranhas: Again, any type of smaller swarm fish can do but PEOPLE recognize piranhas as nature's expression of the strategies that the Droids use with these.

Do not think that the Droids build their ships to actually attack with teeth or anything (though they might empower them to be capable of it). These things still use torpedoes, lasers, etc... It's just that where you find one Droid piranha there's bound to be hundreds more closing in all around you. (The Germans employed this kind of wolf pack strategy with their subs to great effectiveness during WWII but also had some issues with friendly fire from what I could tell... issues advanced targeting hivemind computerized systems wouldn't have as they'd have a very precise understanding of the spacial relations of the battlefield that most humans could never obtain without computerized tactical support.)

Also... they're probably more the size of a standard or small Sub... just that I envision that the Droids are making use of assisted natural-world inspired animal locomotive mechanisms to get around in the stealthiest and most agile manner possible.

Squid: They can use both the mechanisms of movement of the squid and the many appendages are launch tubes for their missile systems. Most like a Cruiser in function therefore.

Whale: Deep submersible carriers, these are not only huge in size like a whale and can move like one for stealth but the 'blowhole' was a convenient concept for a launch portal for their air forces.

Shark: Big, nano-technologically regenerative layers of heavy armor and armed to the 'teeth'. The droids may even keep the classic 'shark fin' as a weapons array and to insinuate the creature that terrifies the hearts of fleshy men.

Lampreys: Smalls schools of repair bots that latch on to injured portions of allied ships so as to provide medical assistance to that region. Most Droid Ships are built of nano-tech regenerative armor but these can aid in that recovery and provide extra nano-material to recover what's been lost.

Then in these they break from the natural world and express more in terms of basic geometry:

Cube and Octogon : The cubes can port onto the Octogons and take passengers from within the large complex within and speedily deliver them to enemy shores. I figure these would get eventual upgrades when the Droids gain access to anti-grav technology.



Again, this is my vision... I'm putting it out there to see how it's received. I'm not committed or heart set on anything here.
 
Thunderbird:we aren't that far from fussion.with the appropiate funding,we would have a fusion reactor in 10-20 years.the one that we can't reach is a reactor that fusion H or He.i would add an early fusion reactor and a fusion reactor.for ships,fusion ships will be moved by advanced fusion reactors, while other ships move with this early reactors
 
Thunderbird:we aren't that far from fussion.with the appropiate funding,we would have a fusion reactor in 10-20 years.the one that we can't reach is a reactor that fusion H or He.i would add an early fusion reactor and a fusion reactor.for ships,fusion ships will be moved by advanced fusion reactors, while other ships move with this early reactors

Basically proposing an early fusion and a late fusion, so 3 future stages of energy development:

fission(now)->Low grade fusion (ok, I can image that if we've somehow found materials that can actually withstand disintegration enough to contain it) -> High Grade Fusion -> Synthesized Element Fusion

That would make sense. Don't think that Invisibility would have a Fusion prerequisite since it's being applied now to test aviation that is otherwise no more advanced than a Raptor level and apparently does not require a huge power source (or if it does they've made some amazing developments there in secret as well.) Thing about this is that it's hard to say with great certainty and backing it up with references that we already have invisibility (when I'm pretty sure we do - I buy 10-20 yrs off to any form of fusion but I feel we already are perfecting invisibility technology now) with any real certainty and it's probably not going to be something made apparent that we do until an actual big war breaks out. This is the nature of 'top secret weapons development'. We'll all be in the dark until they're brought into use.

I've done a layout on visibility tags here - perhaps it can be seen how I imagine these proceeding. Maybe the invisibility tech can be renamed to something more advanced, like the semi-immateriality invisibility I foresee being another stage beyond. We might not have to tweak the tree too greatly here to get the vision to fit, just adjust what the techs really represent at various stages (and maybe add a few more.)

Type Steam Industrial Invisible SeeInvisible Late Steam Industrial Invisible SeeInvisible WWI Invisible SeeInvisible WWII Invisible SeeInvisible After WW Invisible SeeInvisible Cold War-Post Cold War Invisible SeeInvisible Gulf War - Now Invisible SeeInvisible Next War Invisible SeeInvisible Invisibility Invisible SeeInvisible Fusion Invisible SeeInvisible Droid Navy Invisible SeeInvisible Anti-Grav Invisible SeeInvisible
x62-x65 centers on x64 (types) (types) x70 (types) (types) x72-x73 (types) (types) x74-x76 (types) (types) x78-x79 (types) (types) x80-x86 (types) (types) x89 (types) (types) x92 (types) (types) (types) (types) x94-x114 (types) (types) (types) (types) (types) (types)

Corvettes Steam Corvette Flower Corvette INVISIBLE_SUBMARINE Fast Corvette INVISIBLE_SUBMARINE Littoral Combat Ship INVISIBLE_SUBMARINE Stealth Corvette INVISIBLE_STEALTH INVISIBLE_SUBMARINE Unmanned Corvette INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Invisible Corvette INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Fusion Corvette INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Droid Ray INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Speeder INVISIBLE_STEALTH, INVISIBLE_CLOAKED INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED

Cutters (Anti-Criminal) Qship Coast Guard Cutter Advanced Coast Guard Cutter INVISIBLE_SUBMARINE Naval Bot Patrol INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Fusion Coast Guard INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Patrolship INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED, INVISIBLE_PHASED

Destroyers Torpedo Boat Destroyer INVISIBLE_SUBMARINE Attack Destroyer INVISIBLE_SUBMARINE Escort Frigate INVISIBLE_SUBMARINE Guided Missile Destroyer INVISIBLE_SUBMARINE Stealth Destroyer INVISIBLE_STEALTH INVISIBLE_SUBMARINE Unmanned Destroyer INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Invisible Destroyer INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Fusion Destroyer INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED Droid Dolphin INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED Anti-Grav Beamship INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED, INVISIBLE_PHASED

Submarines Nautilus INVISIBLE_SUBMARINE Submersible INVISIBLE_SUBMARINE Uboat INVISIBLE_SUBMARINE INVISIBLE_SUBMARINE Submarine INVISIBLE_SUBMARINE INVISIBLE_SUBMARINE Attack Submarine INVISIBLE_SUBMARINE INVISIBLE_SUBMARINE Nuclear Submarine INVISIBLE_SUBMARINE INVISIBLE_SUBMARINE Stealth Submarine INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE Unmanned Submarine INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Invisible Submarine INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Fusion Submarine INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Droid Pirrhanas INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Cloakship INVISIBLE_STEALTH, INVISIBLE_CLOAKED, INVISIBLE_PHASED INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED, INVISIBLE_PHASED

Pirates (Criminal Sea Vessels) Steam Boat Privateer Assault Ship Speedboat Hijacker Somali Pirate Unmanned Pirate Skiff INVISIBLE_STEALTH Invisible Pirate Skiff INVISIBLE_STEALTH Anti-Grav Smuggler INVISIBLE_STEALTH, INVISIBLE_CLOAKED INVISIBLE_SUBMARINE, INVISIBLE_STEALTH

Cruisers Iron Frigate Steel Cruiser Battlecruiser Cruiser Heavy Cruiser INVISIBLE_SUBMARINE Missile Cruiser INVISIBLE_SUBMARINE AEGIS Cruiser INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Unmanned Cruiser INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Invisible Cruiser INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Fusion Cruiser INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Droid Squid INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Dominator INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH, INVISIBLE_CLOAKED

Cargo Liberty Merchant Cargo Ship Merchant Bot Ocean Merchant Anti-Grav Cargo Ship INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH

Carriers Carrier Fleet Carrier Capitol Carrier Nuclear Carrier Super Carrier AI Control Carrier INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Invisible Carrier INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Fusion Carrier INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Droid Whale INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Mother Ship INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH

Troop Ships Ocean Liner Cruise Ship Massive Cruise Ship Sumbersible Cruise Ship INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE Droid Octogon INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Cruise Ship INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH

Battleships Ironclad Pre-Dreadnought Dreadnought Battleship Heavy Battleship Nuclear Battleship EMP Battleship Fusion Battleship Droid Shark INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Behemoth INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH

Transports Paddle Steamer Landing Ship Tank Transport Amphibious Assault Vessel Stiletto Boat INVISIBLE_STEALTH Amphibious Assault Submarine INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE Invisible Transport INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE Fusion Transport INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE Droid Cube INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Shuttle INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH

Medical Ships Medical Ship Hospital Ship Repair Ship Automated Naval Repair Bots Recovery Ship Droid Lampreys INVISIBLE_SUBMARINE, INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH Anti-Grav Regenerative Vessel INVISIBLE_STEALTH INVISIBLE_SUBMARINE, INVISIBLE_STEALTH

There's currently 3 Invisibility types defined: INVISIBLE_SUBMARINE INVISIBLE_SUBMARINE, INVISIBLE_STEALTH(Apparently this is the Invisibility Cloaking 'invisibility' setting) and INVISIBLE_CAMOFLAGE (which doesn't really apply to naval) INVISIBLE_CAMOUFLAGE I'll be proposing more here: INVISIBLE_CLOAKED (an improved invisibility that disrupts many detection methods while cloaked) and INVISIBLE_PHASED (All of the above plus some semi-imateriality from slight dimensional phasing) There would then be true INVISIBLE_IMMATERIAL but that would be beyond these ships into the later intergalactic eras Obsoleted at this point: INVISIBLE_SUBMARINE
 
I'm hoping some people might get excited enough by the overall project outlook to help us find the most appropriate unit arts throughout the site - I know you've probably done a LOT of this looking yourself and maybe something like it doesn't exist?

There could be, like you said I have not needed to look for early subs (except when I found the Nautilus). So basically this. I could put out a request in the unit graphic thread. Sometimes they make the requests. I also found this ...



Perhaps it would be fitting if 1) the Nautilus (a very advanced concept from a brilliant rare mind and not every technologically shared with the world) simply skips the submersible as an upgrade and 2) the Submersible was given a bit less strength to accommodate for a very shy weapon payload and it never being more than an awkward prototypical type.

Yeah the Nautilus is VERY advanced compared to anything at that time.

Have you been reading my requests to get invisibility into the very near future? You've not commented on any of those and I think I've mentioned it around 3 times here now.

I must have missed it :(
Invisibility is something the US military nearly has down already but I do think it'll take a while before they can really truly implement it. It's in that phase of development that the SR71 Blackbird was in for a decade or so before we all knew about it 'officially'. They're working on it now for tanks and aviation and its one of the motivations for developing an exoskeleton battlesuit foot soldier (so that they too can incorporate the invisibility field technology under development eventually.)

Well I have read somewhere that invisibility in other spectrum have been accomplished already. Visible Light however has not been. If it gets moved to where and how should other techs that rely upon it and in turn the ones it required get changed?

Looking closer at it I am not usre why its even in that spot says ...

Invisibility
Req Tech: Orbital Flight
Leads to: Superstrong Alloys, Unification Physics

And then ...

Superstrong Alloys
Req Tech: Advanced Computers AND (Biomimetics OR Invisibility)

Looks like it could be taken out easily. Since its already an OR.

Unification Physics on the other hand ...

Unification Physics
Req Tech: Antigrav AND Cybernetics AND Superstrong Alloys AND Invisibility

This seems like its redundantly covered by Superstrong Alloys. An the Orbital Flight already requires techs that lead to those. The only think we might want to do its have Orbital Flight lead to a few more techs. Right now its ...

Orbital Flight
Leads To: Invisibility AND Lunar Trade

Of what it would lead to I have no idea.

Fusion, however, is something that we're going to be very seriously loathe to try without KNOWING we KNOW what we're doing with it. The old Spiderman II is pretty accurate as to where we are with our current theories as to how we could maintain it, and equally accurate as to how disastrous it could be if we even tried to enact our theories on it. Its quite possible we won't develop a meaningful way to harness Fusion until we can explore just past our solar system to develop galactic test sites where we feel we can more safely give some field generation containment methods a try. In fact, I theorize that the very methods we're learning to make a vessel invisible now are based on the same electromagnetic field knowledge that will eventually become our means of containing and thus harnessing a fusion reaction. Thus, invisibility, as a stage of electromagnetic field application and development should LEAD directly TO the ability to harness fusion!

So without getting into the technicals of our current tech tree, this is my way of saying we should be making some adjustments there.

Well Fusion requirements are ...

Fusion
Req Tech: Microgenerators AND Graphene

I know in the hold requirements it had Controlled Plasma which is now a requirement Graphene tech. How those work I am not sure. MrAzure would have to explain. I wonder if its in any of his notes.

Piranhas: Again, any type of smaller swarm fish can do but PEOPLE recognize piranhas as nature's expression of the strategies that the Droids use with these.

But Piranhas are freshwater fish. If they are trying to fool people then this fails since they do not have Piranhas in the ocean.

If we are serious on Droid Sea Animals then here are the sea animal unit you have to pick from ...

- Beluga
- Cod
- Crab
- Dolphin
- Dugong
- Giant Squid
- Great White Shark
- Hammerhead Shark
- Humpback Whale
- Mackerel
- Manta Ray
- Marlin
- Minkie Whale
- Narwhal
- Orca
- Eagle Ray
- Saltwater Crocodile
- Sea Lion
- Sea Otter
- Sea Turtle
- Reef Shark
- Tuna
- Whale Shark

So for yours I sudgest ...

- Ray = Manta Ray
- Dolphin = Dolphin
- Piranhas = Tuna (These swam are bigger and would not look out of place in the ocean)
- Squid = Giant Squid
- Whale = Humpback OR Minkie Whale
- Shark = Great White
- Lampreys = We don't have anything like this so maybe a Repair Crab? Could walk along the hull fixing things.
- Cube and Octogon = I don't know if we have anything like this however if you want to keep the animal theme you could have an Orca or Sea Turtle or Hammerhead transports. Then gain there are som cool looking spaceships in the scifi units section we could use.

EDIT: Looking at the rest of your charts they are looking great! I like how you hve filled in existing lines and have added new lines (ex. Corvettes).

I guess the question now is how many new units do we need to make?
 
There could be, like you said I have not needed to look for early subs (except when I found the Nautilus).
Great graphics there H! Very cool - I mean, yes, this chart is suggesting we could make an even earlier sub unit but would it even be functional as a combat vehicle or any other use? I look at the very first designs as being even more awkward prototypes and completely combat useless though the first one to destroy a ship was in the civil war even that attack destroyed the sub as well... lol. So I'm thinking the Submersible would be the first somewhat combat applicable sub unit that has emerged from these prototypes that have been worked on in the background for some time as the chart and wikipedia states.



Yeah the Nautilus is VERY advanced compared to anything at that time.
Ok, so we'll need to add the Hero combat class and a global limit of 1 to that unit I think. (Among the rest of the adjustments that come up in this analysis stream. Glad you agree... My wife and I have both used Nautilii to far too great an early advantage thanks to them not being so limited and even with some reduced strength from this analysis it's still going to be a terribly lethal sub unit before the world is ready to face such subs making it a perfect global class unit for Steampunk access.


I must have missed it :(
No worries... I can deliver some very large posts here and it was probably lost in there as you were thinking of something else I'd stated. I do that all the time. And I'm not demanding this change or anything... it's just something I don't agree with on the current tech tree arrangement. MrA and I had some disagreements but I didn't want to wage those arguments... erm... discussions until I was ready to start looking at unit progressions through the future ages. The time, at least for naval units, has arrived for me to start making some of the points of dissension I feel regarding the late game tech tree. I'm thrilled to see you being so receptive to them. Thank you for that!


Well I have read somewhere that invisibility in other spectrum have been accomplished already. Visible Light however has not been.
Just keep in mind the nature of 'top secret' technological developments. Propaganda is always going to abound to suggest it 'can't' be done or hasn't been yet. They're not going to come out waving a flag saying hey look what we've got unless they're either bluffing to intimidate other nations (I often feel Russia does this) or even simply warning other nations of what they can do to ward off any aggressive considerations that may be developing against them. If you're on the top of the warfare tech race, however, like the US would be, then if you have something, you do all you can to make sure nobody really knows that you do for sure until you are ready to make it known (in a real and serious warfare scenario that's made it worthwhile to reveal the developments you've made so far.)

If it gets moved to where and how should other techs that rely upon it and in turn the ones it required get changed?
That's why I often avoid the tech tree discussions... this is where I kinda suck. I have an idea of how things may develop with future military technology applications from here but actual tech tree analysis is not my strong suit.

I guess my concern with working the tech tree is that I don't want to make the messes like the ones I'm trying to help to clean up here ;) It's the many many dependencies that can be overlooked that can make for so many problems with a small adjustment.

That said... opening up the tech tree to take a looksie here... (btw: notice what's happening with the tech(s) that invisibility leads to? Overlapping the same spot on the x/y grid.) Looks like moving it off of Imaginary Physics would put it in roughly the right spot with a valid prerequisite. However, Perhaps a tech just preceding it between Imaginary Physics and Invisibility would appropriately be Advanced Electromagnetic Field Generation (or Manipulation) might be good. This would also be a good prerequisite for Controlled Plasma. What it opens up who knows for now but it'd be a good stage of development that leads to both Controlled Plasma (the beginning of the unlocking of working with real fusion reactions) and Invisibility.

Invisibility could lead then to techs that unlock more and more of these naval arsenals, (eventually equipments) and more but we can concern ourselves more with that later and for now just put them all on Invisibility and make it a dead end for now unless you want to link it into Fusion.

Then Fusion ships would be best not to unlock immediately on Fusion tech. The first of them perhaps at Internal Shockwave Engine (I'm not sure what Azure had intended here but it seems to be a good spot for stating that the actual ship fusion engines were opened up here.) Then we get more at Warmachines and more at Photon Thermodynamics (which is probably where we should be considering Ion Cannons to be born) or a tech leading off from it.

Immediately thereafter you see the birth of early droids so the rise of droid war machines begins to loom but at first are very simplistic - much better than bots but not comparable to what they will become when their navies are in full swing as shown here.

So the Droid navies would come up after Comprehensive Cybernetics. Animamaterials and Advanced Warmachines would be good fits for the Droid Navy Development techs. Possibly Terra Computer for the Whale as a neural mother ship of the naval fleet connected to the global computerized hivemind. (Note, they're probably still trusted and used by humans at this stage.)

(Shielding is around this point I noticed and that should be moved FAR back as an adaptation of Advanced Electromagnetic Field Manipulation, maybe developed just after Fusion as such a shielding method would be the next reasonable way to apply such a powerful energy source into warfare. This shielding method is why the Fusion Battleship maintains relevancy and what precludes the necessity of the development of the Ion Cannon.)

I think there's probably a lot more techs to be developed moving into the Galactic Era but early on in the era would be the development of the anti-grav engine.

Something like Nuclear Pulse Propulsion leads to Monoatomic Metals (which leads to some further biological manipulation empowerment and perhaps some further developments for nanotechnology) which leads to Anti-Gravity. There we have the Anti-grav engine and for the most part Naval, Air and Land have many unit streams blend into each other - the main rivers of upgrade chains leading to what we have represented here. But then these ships are good for orbital to planetary but not so great for beyond into near and far space so other armadas are developed for that. And it will be interesting to see how the land units blend into this picture as well but for now... this is where I see us being at Anti-Gravity (and perhaps some techs leading off of it to flesh out the rest of these 'naval' units.)

Note: Anti-Gravity as a tech should really be split to take two forms, Magnetic Field Repulsion Hovering - which has a very short range to loft vehicles up from the surface that's the vehicle is being held away from (thus should replace the current Anti-Gravity tech and some of the buildings there should have the term anti-grav replaced by Magnetic Repulsion or Magnetic Field (thus Magnetic Field traps, Magnetic Repulsion Generators.) These are repulsion fields, not true anti-gravity which will probably be more of a result of understanding how mono-atomic metals when superheated can take on a less than zero density (and how to make a generator that is powerful enough to use this understanding with any great efficacy.) These repulsion fields can make for some fantastic engine systems and defensive systems and perhaps Shielding should be off of THIS tech. It should also require Advanced Electromagnetic Field Generation since that's a precursor to such a development.

This cool with you? I know it's a lot to consider! And there's a lot of other rearrangements of the late tech tree that will have to be made to take this whole 'storyline' concept into account but one step at a time right?


Looking closer at it I am not sure why its even in that spot says ...

Invisibility
Req Tech: Orbital Flight
Leads to: Superstrong Alloys, Unification Physics

And then ...

Superstrong Alloys
Req Tech: Advanced Computers AND (Biomimetics OR Invisibility)

Looks like it could be taken out easily. Since its already an OR.

Unification Physics on the other hand ...

Unification Physics
Req Tech: Antigrav AND Cybernetics AND Superstrong Alloys AND Invisibility

This seems like its redundantly covered by Superstrong Alloys. An the Orbital Flight already requires techs that lead to those. The only think we might want to do its have Orbital Flight lead to a few more techs. Right now its ...

Orbital Flight
Leads To: Invisibility AND Lunar Trade
Perhaps Unification Physics is the one that's overlapping another here - not seeing it. But maybe Orbital Flight should require Magnetic Field Repulsion Hovering and be thus adjusted a little in its x grid. Having Lunar Trade and Kuiper Belt Exploration be dependent on Orbital Flight seems accurate.

Fusion
Req Tech: Microgenerators AND Graphene

I know in the hold requirements it had Controlled Plasma which is now a requirement Graphene tech. How those work I am not sure. MrAzure would have to explain. I wonder if its in any of his notes.

This may be good placement really... Graphene Alloys are dependent on Controlled Plasma which would if the above adjustments are made be dependent on Advanced Electromagnetic Field Generation (or Manipulation) coming from Imaginary Physics... and the Microgenerators might be necessary for the automated system structures for harnessing... yeah... I like this placement fine.

But Piranhas are freshwater fish. If they are trying to fool people then this fails since they do not have Piranhas in the ocean.
Of course they aren't trying to keep the sizes anywhere near the originals, just using inspirations of motility and form. BUT you make an interesting point. What about Barricuda? We don't have those yet but maybe somewhere... Otherwise I like the Tuna idea you proposed... just makes 'em not sound as lethal is all.

If we are serious on Droid Sea Animals then here are the sea animal unit you have to pick from ...

- Beluga
- Cod
- Crab
- Dolphin
- Dugong
- Giant Squid
- Great White Shark
- Hammerhead Shark
- Humpback Whale
- Mackerel
- Manta Ray
- Marlin
- Minkie Whale
- Narwhal (This WAS one I was considering for the Droid Sub - thinking a massive ION ray from a stealth vehicle with this form could be cool.)
- Orca
- Eagle Ray
- Saltwater Crocodile
- Sea Lion
- Sea Otter
- Sea Turtle
- Reef Shark
- Tuna
- Whale Shark

So for yours I sudgest ...

- Ray = Manta Ray
- Dolphin = Dolphin
- Piranhas = Tuna (These swam are bigger and would not look out of place in the ocean) - Sounds acceptable - I was thinking of using the tuna graphic as a base anyhow.
- Squid = Giant Squid
- Whale = Humpback (I prefer Humpback I think) OR Minkie Whale
- Shark = Great White (yep)
- Lampreys = We don't have anything like this so maybe a Repair Crab? Could walk along the hull fixing things. (that would be cool!)
- Cube and Octogon = I don't know if we have anything like this however if you want to keep the animal theme you could have an Orca or Sea Turtle or Hammerhead transports. Then gain there are som cool looking spaceships in the scifi units section we could use.
Those last two... I have a feeling we might want to keep those for later - Droids shouldn't really stop developing here - this is just the last Naval stage where Naval is still applicable. So I'm happy to keep with the animal theme... I like the Turtle concept for a landing ship and for a troopship how about a Dugong?

Or perhaps an Alligator or Crocodile for a landing ship and a turtle for the troopship?
 
EDIT: Looking at the rest of your charts they are looking great! I like how you hve filled in existing lines and have added new lines (ex. Corvettes).

I guess the question now is how many new units do we need to make?
lol... a lot huh? I'm spending the weekend working on other tag evaluations for these naval units. If you can read the above post and I can rely on you to hammer out tech adjustments and assignments on these units as well as collecting and applying the unit art (or if someone else wants to help there) then I can probably balance out the unitcombat and combat details on them here. We could probably knock this out with some efficiency really.
 
OK, can we not add this stuff until after the next release. It looks like it will be large and it looks like most stuff we want in for the next release is nearing completion.
 
I was wondering about that. Still a few things I want to sneak in here for the release and I should take a look at my notes to see what those are. So I can try to get those few things accomplished before we go further here. Just take note that this release will have some not so optimal late navy stuff then.
 
really interesting piece of information.maybe it helps for C2C that a storyline of the future is written,that way i think it would be easier to desing future units and techs

There is! Most of the stuff Mr Azure added was based on this page. Warning, it is pretty addictive!
 
There is! Most of the stuff Mr Azure added was based on this page. Warning, it is pretty addictive!

Well... damn... you even warned me!

The speculation on fusion to me is a little more optimistic than I think it will be and antimatter probably will indeed be another major energy generation source.

Very optimistic future outlook overall though fairly accurate where its dire predictions are concerned. I see there being too many random upheavals to come for this prediction to be tooooo terribly accurate in general. But we're looking at it more from a tech progress perspective and it makes some interesting points.
 
:lol: I already read it completely twice now...

Don't take it too literally.Saying that Fusion will be invent 2053 (June 13th 11:23 UTC...) is just stupid. But it gives a general idea. Sure there can be breakthroughs and major setbacks,wars, etc... but this is the Page MrAzure Based our TH and Galactic era on so this is accurate for game purposes. You can'tpredict the future, but we have to stick to a plausible idea and since our TH era is already based on it, this website would be a good "future history" of C2C.
when you read through it, you will recognize a lot of our later techtree, so Mr Azure did a pretty good job here I think.
 
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