Suggestions for Edad de la Exploracion 2.0 Thread!!

lifeaquatic

Conquistadore
Joined
Dec 23, 2004
Messages
596
Well development has already begun for the next release, many of who have still not tried the 1.0 yet so check it out and feel free to post comments here about what you want to see in 2.0.

One thing i need help me with balancing ships. I'm adding a Sloop and a Corvette. Help with techs and values.
 
I have already changed the order of ships heres what we have to look forward to:

War Vessels:

Galleon - Frigate - Ship of the line 3rd class - SOTL 2nd class - SOTL 1st class - Heavy Frigate

Light Ships of war (faster, less expensive but less strength)

Corvette - Clipper

Light Ships (Fastest, good attack but very low defense, very inexpensive)

Corsair - Sloop

Pirate:

Privateer

Transport:

Carvel - Galleon - Troop Transport
 
What do you guys think about implimenting some concepts I found in that Odyssey scenario? My concern is accuracy and playablity so please give feedback.

1. Privateers invisible with stealph attack and Sloops detect invisible.

2. I also added the Corvette and simply have it as a lighter Frigate that upgrades to the Clipper which is lighter ship of war. Having seen the animations do you guys agree with this configuaration?

3. Only a Merchant can carry treasure (I would add a new unit the Merchant). Merchants would also be failry expensive, this would make the treasure more logistically challenging to bring back adding to the whole essence of high seas piracy. Do you guys like this idea? I'm still debating it.

4. I made the harbor simply increase food and link trade, the veteran ship flag is given to a new improvement the drydock. I also saw it fit to add a new building the Shipwright. I need advice on the uses I could give to the shipwright.

One idea i had was make the drydock very expensive to build and then later have the shipwright available and also allow that to produce veteran sea units, but have it be cheaper to build but with higher maintinence so as to encourage this building in colonial locations where production is scarce but encourage the drydock in larger cities to save on maintinence costs. (In theory, working on a ship once the fixed asset of a drydock is built, means for quicker more effective work and thus cheaper labor. The "maintinence" could really just represent Varied vs. fixed costs.
 
I have another question for you all. The Galleass (a unit i have in the game but have given to barbary coast, more accurately its Spanish however) I was thinking of giving to the Spanish. My problem with this is balance. In reality the Galleass and the Galleon were both used in combat, but how could I impliment that in Civ3? Perhaps give it as simply a UU with stronger attack while having the Galleon available as well? You see the Galleon is (to keep accuracy) both a transport and Combat vessel available to all the civs.
 
lifeaquatic said:
3. Only a Merchant can carry treasure (I would add a new unit the Merchant). Merchants would also be failry expensive, this would make the treasure more logistically challenging to bring back adding to the whole essence of high seas piracy. Do you guys like this idea? I'm still debating it.

Is this possible? As far as I know, a "pick-up-able" unit can be picked up by *any* ground unit. I'm not sure you can limit it like that.
 
Well this is a feature listed by Aeon... in the Oddyssey thread, I assumed he had a way to do it. I'll have to find out however. Anyone know if this is possible?
 
Well as it turns out it is indeed possible and its my intention to have only merchants be able to pick up treasure. The graphic for the merchant I've chosen is the leader graphic for Henry of Portugal supplied with Conquests. He most resembles a merchant of the era.

I also will be having the Sloop as the detector and the Privateer as the stealph attack and invisible.

As for shipwright, unless i get a better idea, I will have it as a cheaper to build, higher maintinence veteran sea vessel building.
 
Back
Top Bottom