Enhanced Naval Combat

Flying Couch

A Leaf on the Wind
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Oct 6, 2005
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I have brought this up before, but I think that military Naval units should be able to disrupt trade. I'm not sure how this could be done, maybe for every X number of naval units in an enemies territory they lose Y amount of gold. Also, the addition of a Ship-of-the-line would be cool, maybe more powerful but slowerthan a frigate. I miss the privateers from the III, but it doesn't make sense that they would be anonymous all the time, maybe a 50-50 chance for a declaration of war, because as I understand it a privateeer would still probably be flying its countries colors even if it wasn't officially part of the navy.

thanks for listening...
 
One option would be to construct trade routes over the sea. These would be a bit like roads on water. There would need to be a comercial boost for having them and a subsequent loss when they were destroyed. They could be required to gain access to overseas resources. T

This could make them too important, there loss being a disaster. However this does represent reality. Where would we be without tanker trafic from the Middle East.

Sea power has always been at heart about the defence of trade.
 
Perhaps the computer could be programmed to plot routes for every trade route listed in the city screen, and your civ would lose the money from that route if it was blocked. Routes would be programmed to prefer sea to land unless land was a lot shorter.
If a route was blocked for 5 turns it would be replotted.
Routes should be programmed to join together where they can to simulate popular trade routes with well-travelled and perhaps safer roads/ better trade winds.
Something like that.
 
Ships already do mess up commerce. A ship can pillage work boat improvements which can be devastating. Also an enemy ship off the coast denys a city the ablity to work any of the adgacent ocean tiles. Im not sure if ships off the coast can disrupt foreign trade routs that go overseas but if not I agree that they should.

my main naval complaint is that you always have a 10% defense bonus which makes it pointless to attack.
 
Ships can do damage to local marine resources true. However they have a limited impact of trade, other than ain marine resources.
 
Trade routes could be simulated by small ships or caravans that are automatically generated at the source and move to the destination by themselves. These units could provide perhaps 5 or 10 turns supply of a resource when they arive, or a reward of cash to whomever was able to intercept them.
 
Gangor said:
Trade routes could be simulated by small ships or caravans that are automatically generated at the source and move to the destination by themselves. These units could provide perhaps 5 or 10 turns supply of a resource when they arive, or a reward of cash to whomever was able to intercept them.

Kinda mixing Rome TW and Pirates...

I like that idea but I think it would be better to just show the ships moving like in TW and let your ship Blockade that route. Ships would attempt to go around it but would have a 50% chance of being shot down by the blockade and another 50% chance of getting caught up in a storm.
 
This was done exactly as some of you describe in CTP, a game that I loved. But it would need to be tweaked a little. Like an enemy ship might only reduce the amount of gold acquired from a trade resourse. Oh, and who said something about blockading a city. I don't know what game you are playing but I haven't seen this happen in any games I have played.
 
I'm gonna put forth another idea: what about the weather gauge? Sailing ships depended so mch on the wind that it could ofte decide a battle. What if there was a bonus: "+ 10% from the weather gauge" or something like that?
 
Yeh, how do you blockade a city? I've had cities surrounded by ships before and never noticed anything. If you could explain how that works that'd be cool.
 
I agree.

I find it totally un-realistic that I could have a thriving colony on another continent (even in a war zone), and have no chance for supplies to not get there. I think that's a major thing that the game is missing. There should be a great need to preserve trade routes and a reason to attack them.

This, and making it so that the amount of resources you have impact production, would add a lot of depth to the game.
 
gpshaw said:
We have to be careful though we don't wan to turn this into a Navy Sim.

I do agree that we shouldn't overdo any particular facet of the game, but Making it more relistic and turning it into a sim are too different things.

O well... Aurea mediocritas (I think that's all things in moderation)
 
think of it as a blockade. if you have a ship parked within either the fat cross of a port city or just any adjacent square it could nullify some percentage of trade commerce for that city. i camp my ships out there while i'm bombarding, or dropping off reinforcements and i can see that the enemy has ships in his city but he's too chicken to bring them out to fight me. he should pay the price for that.
 
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