Craniumgroup
Chieftain
- Joined
- Nov 22, 2005
- Messages
- 8
It has been my considered opinion that the use of the Navy in all of the Civ games to date has been sadly pale in comparision to historical fact. I only bring it up now with the production of Civ4 because I feel that they are so close to getting it right that it drove me to put in a post discussing Naval shortcomings in the game.
First of all, let me submit that I have played and thoroughly enjoyed all the Civ games and I am especially pleased with the latest release. It is leaps-and-bounds better than Civ3 as Civ3 was leaps-and-bounds better than Civ2. It's nice to see the same consistent level of quality go into each game release.
Having said that, I must further submit that the function of a Civiliation's Navy is not just to fight other Navy ships and act as a ferry for ground troops! Historically speaking, fighting navies came about to fill a very specfic need, which is to protect overseas trading and to protect exploitation efforts of oceanic resources.
Later, as they became stronger and able to project force at a farther range, they started to bombard costal cities, and land amphious troops to stage attacks (this is represented in the game), but the reality in the game is that it only ever comes about if you need to project units across a water boundary. Indeed, a common strategy is to build a settler and a couple of city defenders and transport them to the overseas land mass, land them, build the city, and use the city to establish a presence in the overseas continent. The navy units are then fortified in the costal cities or discarded. I have played a dozen odd Civ4 games to completion and I never saw ships beyond the caravel floating around and I never saw them used in battle (by the AI or myself playing on Noble level). Furthermore, oceanic trade is represented in the game as simply turned on if two cities are costal (with a diplomatic agreement if it's with another Civ). Meaning there isn't really anything to protect there.
The fine point is this: There is no real game reason why anyone would build a Navy. And the reason is: because there is really nothing to protect.
I offer these suggestions:
1) Remove the Cultural Boundaries limitation for Oceanic resources. This limitation simply makes no sense. If a worker boat could exploit resources beyond the cultural boundary then suddenly you would need a Navy unit to protect that Resource in the onset of war with another naval civ! Furthermore, it would promote greater exploration of the seas to find those resources and set up competition between Civs to found a navy quickly to snap up those resources. Historically speaking, whaling and fishing boats ranged extrordinarly far and wide in search of thier prey.
2) Introduce an advanced worker boat to be found at a later tech that can travel on deep ocean squares. Then you could more realistically exploit deep water whale resources, fish resources, basically any water resource (which don't exist, but should). Those resources don't just hang around the coasts as they are represented in the game.
3) Introduce Pirates as barbarian sea units. Now, I don't like barbarians as much as the next person, but they most certainly existed in history and they were a major reason why fighting navies grew in the early seafaring days. I don't think it would be to difficult to believe that a costal barbarian city would produce ships to hassle other civs naval units. This would be yet another reason why you would need a navy: to protect those precious Oceanic resources. Instead of a full-blown barbarian city needed, free ranging barbarian ships can be lurking anywhere, especially in unexplored seas.
4) To offset some of the costs of building navy units, there should a capture percentage during an engagment, somewhat like the withdraw percentage of mounted units on land, but reversed. In other words, there should be a chance that a naval unit can be captured (damaged, of course) and repurposed as your own as an outcome of an engagment. There could even be a requirement that the captured ship needed to be returned to a City with a Drydock (or a harbor at the least) so that it could be refitted (healed) and made your own.
The whole purpose of these suggestions is to make it profitable for a Navy to exist; to give a Navy more meaning in the game. Simple city protection is insufficent because getting attacked from the sea is rare. Also, as troop carriers, they tend to get used once and then discarded.
I am not a mod-type player and I haven't looked into how flexible Civ4 can be with this. It may be possible for me simply to enact these changes (but I don't think so), but I would much prefer to see a future patch that perhaps addresses some of these concerns, because I do feel that the game is very close to giving real meaning to having a Navy.
I look forward to the discussion on this post. Thanks everyone for your time.
...C
First of all, let me submit that I have played and thoroughly enjoyed all the Civ games and I am especially pleased with the latest release. It is leaps-and-bounds better than Civ3 as Civ3 was leaps-and-bounds better than Civ2. It's nice to see the same consistent level of quality go into each game release.
Having said that, I must further submit that the function of a Civiliation's Navy is not just to fight other Navy ships and act as a ferry for ground troops! Historically speaking, fighting navies came about to fill a very specfic need, which is to protect overseas trading and to protect exploitation efforts of oceanic resources.
Later, as they became stronger and able to project force at a farther range, they started to bombard costal cities, and land amphious troops to stage attacks (this is represented in the game), but the reality in the game is that it only ever comes about if you need to project units across a water boundary. Indeed, a common strategy is to build a settler and a couple of city defenders and transport them to the overseas land mass, land them, build the city, and use the city to establish a presence in the overseas continent. The navy units are then fortified in the costal cities or discarded. I have played a dozen odd Civ4 games to completion and I never saw ships beyond the caravel floating around and I never saw them used in battle (by the AI or myself playing on Noble level). Furthermore, oceanic trade is represented in the game as simply turned on if two cities are costal (with a diplomatic agreement if it's with another Civ). Meaning there isn't really anything to protect there.
The fine point is this: There is no real game reason why anyone would build a Navy. And the reason is: because there is really nothing to protect.
I offer these suggestions:
1) Remove the Cultural Boundaries limitation for Oceanic resources. This limitation simply makes no sense. If a worker boat could exploit resources beyond the cultural boundary then suddenly you would need a Navy unit to protect that Resource in the onset of war with another naval civ! Furthermore, it would promote greater exploration of the seas to find those resources and set up competition between Civs to found a navy quickly to snap up those resources. Historically speaking, whaling and fishing boats ranged extrordinarly far and wide in search of thier prey.
2) Introduce an advanced worker boat to be found at a later tech that can travel on deep ocean squares. Then you could more realistically exploit deep water whale resources, fish resources, basically any water resource (which don't exist, but should). Those resources don't just hang around the coasts as they are represented in the game.
3) Introduce Pirates as barbarian sea units. Now, I don't like barbarians as much as the next person, but they most certainly existed in history and they were a major reason why fighting navies grew in the early seafaring days. I don't think it would be to difficult to believe that a costal barbarian city would produce ships to hassle other civs naval units. This would be yet another reason why you would need a navy: to protect those precious Oceanic resources. Instead of a full-blown barbarian city needed, free ranging barbarian ships can be lurking anywhere, especially in unexplored seas.
4) To offset some of the costs of building navy units, there should a capture percentage during an engagment, somewhat like the withdraw percentage of mounted units on land, but reversed. In other words, there should be a chance that a naval unit can be captured (damaged, of course) and repurposed as your own as an outcome of an engagment. There could even be a requirement that the captured ship needed to be returned to a City with a Drydock (or a harbor at the least) so that it could be refitted (healed) and made your own.
The whole purpose of these suggestions is to make it profitable for a Navy to exist; to give a Navy more meaning in the game. Simple city protection is insufficent because getting attacked from the sea is rare. Also, as troop carriers, they tend to get used once and then discarded.
I am not a mod-type player and I haven't looked into how flexible Civ4 can be with this. It may be possible for me simply to enact these changes (but I don't think so), but I would much prefer to see a future patch that perhaps addresses some of these concerns, because I do feel that the game is very close to giving real meaning to having a Navy.
I look forward to the discussion on this post. Thanks everyone for your time.
...C