You're forgetting ironclads, so its really only an 18 str jump.
I'm not forgetting Ironclads... as Ironclads in-game are coastal-only moving slower then almost all of the sailing ships, and who (if anybody) ever builds them? I was counting ocean-capable, sea-worthy vessels... which is a 22 point gap.
No... who forgot Ironclads is Firaxis, because the unit they did include in the game is nothing more then an armored river gunboat and essentially useless in gameplay... it in no-way represents the "true" Ironclads of the 19th century that were faster then their counterparts, ocean-worthy, and much more powerful then anything from the age of sail.
If I forgot Ironclads, so did everybody else... how come all of these threads talk about upgrading privateers and frigates to destroyers... I never hear anybody talking about upgrading Ironclads to destroyers... because nobody bothers with ironclads. Please correct me if you think I'm absurdly wrong here (and you can forget the one time in a thousand that an ironclad as Firaxis made it might be helpfull... I'm talking about the "norm"... most people build Civ4 frigates and privateers, but few build ironclads).
Having said that, even if I were to concede that the slow, coastal-only ironclad crumb that Firaxis threw-in was a viable naval option (and it isn't), you've still got an 18-point gap in the naval scale... which would still be greater then the difference between Axemen and Infantry... so let's wipe-out Swordsmen, Horsemen, Longbowmen, Crossbowmen, Macemen, Knights, Musketmen, Cuirassiers, Grenadiers, Riflemen and Cavalry to make it even with the equivelant naval gap... that's a 15-point land gap covered by eleven land units...
How many naval units cover a 18 point gap? Eleven? Nope... try ZERO!!!
I was contemplating CIV naval development again last night, which lead to some researching here and other places. Since I quite agree with you that coal navies are the biggest hole in CIV units( it was a coal navy that the US used to defeat Spain and become a world power), since you're both the leading authority and leading advocate of them at Civ Fanatics' Forums and since readers here may not be very aware of your mod - there's no better time and place to discuss this.
Wolfe, could you explain how your coal navy units and upgrades work ?
Sure... well for starters, I laid the foundation of my naval changes by breaking down ship classes into "ages"... much like there's not a single land-class (there's Melee, Gunpowder, Siege, etc), I differed the naval classes, so that each class would get bonuses against previous classes (to help further the difference between ships with similar Strength-stats).
There are now six major naval classes:
While there are now six naval categories/ages, most of them include units already in the game... there's really only one fully-filled out age (Age of Steam) and two "new" ages (Pre-Dreadnought and Dreadnought)
Naval Unit Changes/Ages/New Units:
The above stats covers the most significant changes to the naval tree, most age of sail and nuclear-age vessels are pretty-much as they already are in the default game (excepting the bonuses against previous ages). By breaking-down the ages, the 22-point gap is even further realized since newer ages get bonuses against previous ages.
Also, new naval-only combat promotions have been added, such as Damage Control and Fire Control:
Coal is now actually a VALUABLE resource instead of a near after-thought, as any coal-fired navy needs it to survive... and without coal, you can forget having a navy in the industrial age.
You can now enforce your will on the backwards civs still using wood and sail instead of steel and steam... speak softly and carry a big stick with your pre-dreadnoughts and dreadnoughts...
Pre-Dreadnought HMS Canopus
Dreadnought USS South Carolina
Well... that's what I did to fix the massive naval gap...
...or you can just shrug your shoulders and make the "magic" jump from privateers to WWII destroyers...
