Air/Naval Promotion Ideas

CF4L

Chieftain
Joined
Jun 27, 2006
Messages
63
I just read a thread by Aussie_Lurker
Seen here
http://forums.civfanatics.com/showthread.php?t=177259

About how the Air/Naval units were passed over which got me thinking as to what could be added as far as these things go and this is what ive come up with

Modern naval units
Convoy I units get +10% Offense (not strength) Convoy II +15% Offense(not strength) Convoy III +25% Offense

EscortI +10% Defense Escort II 15% Defense Escort III +25% and can see submarines

Modern Naval units would also get a range of 2 and could blind fire on a space meaning they can fire on a blank space in anticapation of a unit moving there and if a unit does move there the damage would be calculated

Row Naval units
Ram I +5% Offense Ram II units get +10% Offense Ram III +15% Ofense
Greek Fire I +5% Defense Greek Fire II +10% Defense Greek Fire III +15% Defense

All Naval Units
Coast Guard I +10% Defense when in own borders Coast Guard II +15% Defense when in own borders

Coast Guard III +25% Defense when in own borders

Air Units

Squadron I +10% Offense Squadron II+15% Offense Squadron III +25% Offense and can see 1 tile further

Wingman I +10% Defense Wingman II 15% Defense Wingman III +25% Defense and can see 1 tile further

Jets would gain a Smart ability for Buildings and units. This would allow you to pick a building or unit out for it to attack (not nesacarily Defenses)

What do you think?
 
Basic air unit promotions would probably be about missions that they perform, like "Strike" promotion that increases the % of damage they cause slightly or "Scramble" promotion for fighters to increase their interception %. There could be a high level promotion for air units to decrease the interceptio chance when they attack.
 
Why would anyone pick the "Coast Guard" promotions over the "Escort" promotions? They're exactly the same, only "Coast Guard" only applies to friendly territory.
 
Well, how about these for naval units:

Generic:

Coastal Raider I: +25% Offense in Coastal Tiles. Coastal Raider II: +20% Offense in Coastal Tiles, +50% movement on Coastal Tiles. Coastal Raider III: +10% Offense, Double movement on Coastal Tiles, +10% bonus to city bombardment (galleys/triremes w/this promotion can bombard cities). Coastal Raider IV: +10% Coastal Offense, +10% bonus to city bombardment. Coastal Raider V: +10% bonus to city bombardment, unit can bombard units/terrain improvements outside of cities??.

Interdiction I: +1 Movement, Extra First Strike Chance. Interdiction II: +1 Movement, +1 First Strike. Interdiction III: +1 Movement, 1-3 First Strikes. Interdiction IV: Double Movement, Can see Invisible units.

Fleet Operations I: +25% Strength in Ocean Tiles. Fleet Operations II: +20% strength in Ocean Tiles, +50% movement on Ocean Tiles. Fleet Operations III: +10% in Ocean Tiles, Double Movement on Ocean Tiles, First Strike Chance. Fleet Operations IV: +10% Strength on Ocean Tiles, +1 First Strike. Fleet Operations V: 1-3 First Strikes on Ocean Tiles.

The Ramming Promotions already suggested would be great for any pre-industrial naval unit, whilst the Greek Fire promotions could apply to galleys and Triremes alone. The Convoy promotions should only exist for Industrial and later naval units, and could apply defense bonuses to the unit in question. Say, for instance:

Convoy I: +25% Defense, +25% Movement. Convoy II: +25% Defense to all units in same square. Convoy III: +25% Defense to all units within 1 square, +25% Movement to all units in same square. Convoy IV: +25% Movement to all units within 1 square, can see invisible. Convoy V: +50% Movement to all units within 1 square, First Strike Chance.
Lastly, the Coast Guard promotion is a good idea, with it working much like coastal raider, only for defense rather than offense, with first strike capabilities replacing city bombardment.

Anyway, just a thought for any modders out there and/or Firaxians.

Aussie_Lurker.
 
Oh, I thought of another promotion type for navies-Privateer. It goes

Privateer I: +25% Gold from Pillaging. Privateer II: +25% Offense vs non-combat vessels, Invisible. Privateer III: +25% Gold from Pillaging, +25% Defense vs Combat vessels. Privateer IV: +50% Movement, 25% chance of 'capturing' attacked vessels. Privateer V: +25% Strength, +25% Gold from Pillaging (Optional: Can 'pillage' cities for gold).
Oh, of course all these promotions would be in addition to the ones naval units can already have. Given that, we would need to see a number of new city improvements and Wonders that can add XP without combat. Even so, with all these promotions up for offer, getting involved in combat would be far more worth the effort!

Aussie_Lurker.
 
Aussie_Lurker said:
Well, how about these for naval units:
The Ramming Promotions already suggested would be great for any pre-industrial naval unit, whilst the Greek Fire promotions could apply to galleys and Triremes alone. The Convoy promotions should only exist for Industrial and later naval units, and could apply defense bonuses to the unit in question. Say, for instance:

Aussie_Lurker.

Thats how it was intended . Hence Row Units. Meaning anything that traditionaly required oremen.

Love your suggestions by the way.
 
Aussie_Lurker said:
Well, how about these for naval units:

Generic:

Coastal Raider I: +25% Offense in Coastal Tiles. Coastal Raider II: +20% Offense in Coastal Tiles, +50% movement on Coastal Tiles. Coastal Raider III: +10% Offense, Double movement on Coastal Tiles, +10% bonus to city bombardment (galleys/triremes w/this promotion can bombard cities). Coastal Raider IV: +10% Coastal Offense, +10% bonus to city bombardment. Coastal Raider V: +10% bonus to city bombardment, unit can bombard units/terrain improvements outside of cities??.

Interdiction I: +1 Movement, Extra First Strike Chance. Interdiction II: +1 Movement, +1 First Strike. Interdiction III: +1 Movement, 1-3 First Strikes. Interdiction IV: Double Movement, Can see Invisible units.

Fleet Operations I: +25% Strength in Ocean Tiles. Fleet Operations II: +20% strength in Ocean Tiles, +50% movement on Ocean Tiles. Fleet Operations III: +10% in Ocean Tiles, Double Movement on Ocean Tiles, First Strike Chance. Fleet Operations IV: +10% Strength on Ocean Tiles, +1 First Strike. Fleet Operations V: 1-3 First Strikes on Ocean Tiles.

The Ramming Promotions already suggested would be great for any pre-industrial naval unit, whilst the Greek Fire promotions could apply to galleys and Triremes alone. The Convoy promotions should only exist for Industrial and later naval units, and could apply defense bonuses to the unit in question. Say, for instance:

Convoy I: +25% Defense, +25% Movement. Convoy II: +25% Defense to all units in same square. Convoy III: +25% Defense to all units within 1 square, +25% Movement to all units in same square. Convoy IV: +25% Movement to all units within 1 square, can see invisible. Convoy V: +50% Movement to all units within 1 square, First Strike Chance.
Lastly, the Coast Guard promotion is a good idea, with it working much like coastal raider, only for defense rather than offense, with first strike capabilities replacing city bombardment.

Anyway, just a thought for any modders out there and/or Firaxians.

Aussie_Lurker.

FYI, I am working on most of these promotions. Here is a teaser image for the Privateer promotions:
privateer.jpg


EDIT: Here is a teaser image for the Interdiction promotions:
interdiction.jpg
 
Oh, TheLopez!! You are a LEGEND!!!! We're not Worthy, We're not Worthy ;)!

Aussie_Lurker
 
There should be an upgrade for submarines only, that allows them the ability to sneak attack stacks of ships. Like in civ3conquests...a sub could attack a stack of units and pick which unit to attack, this would effectively destroy the transport under their battleship protectioin. Destroyers should have the ability to counter this submarine sneak attack aswell. Just an idea that I think would make late game navies a little better.
 
Aussie_Lurker said:
Oh, TheLopez!! You are a LEGEND!!!! We're not Worthy, We're not Worthy ;)!

Aussie_Lurker

LOL, no problem. One question, how would you represent Interdiction?
 
Lets see. How about 1 bold line arrow being intersected by a dotted line arrow-with stars around it to represent what level of interdiction you have?

Aussie_Lurker.
 
Hi guys,

As I also replied in the
http://forums.civfanatics.com/showthread.php?t=177259
thread, I believe the ideas here are fine, but you risk swinging in the other direction here, namely overkill. I would suggest to compress this list quite a bit. A few of the main probs for the navy as it is implemented now in CIV, is that there is not so much to do, certainly in the initial phase, and that navy movement is rather slow. There's some others too indeed.

On the topic of promotions, however, I have a feeling that the actual tree is not that bad at all (and the two square movement is also OK), but indeed may need a little more usefull promotions, not that many as you suggest. Look at your list, I mean: many have an overlapping effect with each other or with existing promotions, and almost all go up to level V, which, I doubt, serves a good deal.

I believe a kind of "Coastal Guard" promotion is interesting indeed, an increase in pillaging return looks certainly very interesting like the "Privateer" you suggest, and perhaps including the "Blitz" may be interesting too. That's my personal taste though, but the point I'm trying to make is, without criticising your work too much, that your very creative and elaborately thought-out lists, just feels way too long and an overkill. A few more promotions combined with an easier way of gaining experience (in another thread I suggested coastal "goody huts", spawning more barb gallyes which could be battled by your triremes for instance, and perhaps adding 2xp if you built -- the already existing so no "new" building -- the harbor) so that promotions are easier to access (especially "Navigation I") may be much more effective than an extended list, certainly for the early ages. I agree the industrial and modern age might need a slight rework too though. An RPS system comes to mind.

Great Privateer promotion images indeed, by the way!

Regards,
Jaca
 
Well Jaca. If we only add the ones I mention above (and I do think that is enough), it is still gonna be less than the total amount of promotions available for land units. So all I am after is a restoration of the balance between land and sea-something that has been lacking all along.

Aussie_Lurker.
 
I understand that, Aussie_Lurker. Yet I'm very sure you know the explanation, as many of your suggestions seem to indicate: there's far less different types of units on sea then on land in the actual game (melee, archer, mounted, siege, gunpowder, armored units make up for six different types with six promotions against them as a natural consequence), and water tiles are less diversified as land tiles (which also generates the 'Guerilla' or 'Woodsman' promotions for instance). This is a fact in the game, which may be regarded as a problem or shortcoming, then again, maybe not so much. So there's basically two paths I see: one is to allow more (early age) naval units and/or apply a RPS system as for land units while also perhaps adding more flavor on the water tiles (I wouldn't know how reallistically this would be), the other is to allow more promotions to get less types of units (ships in this case) more diversified and usefull and handy and fun. A healthy and modest mix of both may be best, IMHO.

So with your promotions, I see where you're heading for, still, I feel compressing those would be very helpful.

Regards,
Jaca
 
The_Lopez does great work. Glad to see some of these ideas will be tried out :)
 
dh_epic said:
The_Lopez does great work. Glad to see some of these ideas will be tried out :)

Thanks dh_epic, I try.
 
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