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#1 |
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Chieftain
Join Date: Oct 2010
Posts: 44
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Is it a good idea to build them? Or should I wait until I get to Magnetism? Caravels get a chance to be destroyed when on ocean tiles, so you have to keep rebuilding them. So I don't think it is such a good idea to spend hammers on caravels to discover other continents and civilizations. I would like to know about your thoughts about building them.
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#2 |
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Deity
Join Date: Feb 2004
Location: Oviedo, Fl
Posts: 13,259
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I tend to built 2 curraghs and send them to cover al the land they can. Once they have gone over all the coastal tiles, I usually send them out to sea and hope for the best.
If I get to galleys prior to that point I will often make one as it has a better chance to make it. It is frequently the case that the curraghs ran into babrs and did not get the job done. Caravels I tend not to make, but there will be games where it makes sense. Usually there is too much distance to the last tile exposed and too much open ocean to make it worth the trouble. I presume you mean shields when you say hammers as that is civ4 and 5. |
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#3 |
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Prince
Join Date: Nov 2008
Location: D
Posts: 416
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It depends on the map and how many civs are out there.
If you need them for peaceful expansion then there is no doubt. Using them to make contact with the rest of the civs can make all the difference in keeping up technologically, no matter how many you lose to deep water. |
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#4 |
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Frequent poster
Join Date: Jan 2006
Location: Medford, MA
Posts: 7,477
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you can always research navigation and not worry about losing them.
or build the lighthouse.
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#5 |
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Prince
Join Date: Nov 2008
Location: D
Posts: 416
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That can be a long wait in which you can lose all hope of regaining Tech parity.
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#6 |
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Frequent poster
Join Date: Jan 2006
Location: Medford, MA
Posts: 7,477
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well. getting navigation can mean getting to places the AI can't and making new friends that you can trade with. It can be an enormous advantage.
And you can trade it. I'm not saying you should do it - it's an option.
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#7 | |
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Deity
Join Date: Jul 2009
Posts: 3,034
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Quote:
However, I never research Navigation. Astronomy is a required tech and I can upgrade a galley and find everyone that way. It doesn't come much after Navigation. Although using it as trade bait I hadn't thought of - maybe I should try it out. |
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#8 |
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Frequent poster
Join Date: Jan 2006
Location: Medford, MA
Posts: 7,477
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Astronomy is required for navigation.
Navigation gives safe travel and trade over ocean, same as magnetism, which gives galleons. is that what you meant? I should be clear - I almost always do the suicide curragh route. if you dont' want to do that, though, and dont' want to wait till Magnetism (which is one of the last techs in the middle ages), navigation provides much the same effect (and unlocks a wonder, if that interests you...)
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#9 |
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Prince
Join Date: Aug 2007
Location: Manchester, UK
Posts: 390
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Caravels work fine for naval invasion and they upgrade all the way to transport too.
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'Our voyages are very educational... We learn about the natives before we slaughter them.' - Nescaf (Asterix and the Normans) |
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#10 |
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πrČ
Join Date: Dec 2004
Posts: 1,649
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I tend toward vxma's strategy, that is, build a couple curraghs to scout the coast, but I usually go with the suicide exlploration right off, and if it is successful, proceed to map the coast of the other continent. This gives more of and edge in trading maps or tech.
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Sometimes I think the world is divided into those who have a comfortable relationship with power and those who have a naturally adversarial relationship with power. -- Arundhati Roy Volume Eight: Harry Potter and the Danse Macabre Burning Times |
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#11 |
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Regent in Training
Join Date: Jan 2007
Location: Ontario, Can.
Posts: 2,922
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I like caravels to finish my exploration of the world map as I never play above small. (did once and won't make that mistake again
)I also like that caravels can defend themselves. I have never had a win in a fight with a galleon against any other ship. but then my pRNG luck is notoriously bad. I usually have the Great Lighthouse and the 5 move caravels are just nice little things to set out to Explore with never another thought to them.
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"Freedom has ceased to be a birthright; it has come to mean whatever we are still permitted to do." ... Joe Sobran
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#12 |
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Underground Economist
Join Date: Mar 2003
Location: Confederate States of America
Posts: 335
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If you are playing as the Portuguese you definitely DO want to build Carracks in place of the short-used Caravel. Carracks have the same attack and defense values as a Frigate but without the bombard capability. However, with the ability to carry three troops these ships are versatile enough to use however you see fit throughout the age of Sail. It is my opinion that these ships are MORE valuable than the Galleon because of the attack value.
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The power of judgment in the hands of the UN equals despair, destruction and death. |
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#13 |
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πrČ
Join Date: Dec 2004
Posts: 1,649
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Don't get me wrong, I won't send more than one or two suicide curraghs (the ones I use to explore the coast). If they fail I'll usually wait for caravels for the suicide mission.
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Sometimes I think the world is divided into those who have a comfortable relationship with power and those who have a naturally adversarial relationship with power. -- Arundhati Roy Volume Eight: Harry Potter and the Danse Macabre Burning Times |
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#14 | |
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Regent in Training
Join Date: Jan 2007
Location: Ontario, Can.
Posts: 2,922
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Quote:
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"Freedom has ceased to be a birthright; it has come to mean whatever we are still permitted to do." ... Joe Sobran
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#15 |
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Underground Economist
Join Date: Mar 2003
Location: Confederate States of America
Posts: 335
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Really Darski? ";9820365[B?" That's never been part of my username so it looks to me like you're the one in never-never land. You may have 2200 posts darski but I've been a member of this community nearly 4 years longer than you have so don't think you can insult me and get away with it. You obviously must think I'm stupid so let me say it so a retarded monkey can understand. The general answer to Backstabber's quesion is NO. Caravels are generally not a good unit to build because their lifespan as the most up-to-date naval transport is too short. This, like all general rules-of-thumb, has exceptions. The biggest exception to this rule is if your civilization (Portuguese) has a Caravel-variant unique unit (Carrack). Got it?
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The power of judgment in the hands of the UN equals despair, destruction and death. |
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#16 | |
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King
Join Date: Mar 2007
Location: Wisconsin
Posts: 903
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Dude, chill out. The number after your name is from the quote feature, which apparently got screwed up when darski tried to add in his bolding:
Quote:
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When you surround an army, leave an outlet free. Do not press a desperate foe too hard. ~ Sun Tzu The will to conquer is the first condition of victory. ~ Marshal Ferdinand Foch I also play Touhou - badly. Very, very badly. Melty Blood AC too, but not nearly as badly. Go White Len and Kouma! |
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#17 |
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Underground Economist
Join Date: Mar 2003
Location: Confederate States of America
Posts: 335
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Okay fine I overreacted. If you're saying the Portuguese means never-never land I didn't know that. Two of my three wins on Emporer came as the Portuguese so I don't draw a parallel with Portuguese and never-never. My third was as the Dutch I'll bet they are considered weak as well. darski if your comment was innocent I apologize for the misunderstanding, but I wouldn't report or complain to the moderator regardless of your intent.
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The power of judgment in the hands of the UN equals despair, destruction and death. |
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#18 | |
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Regent in Training
Join Date: Jan 2007
Location: Ontario, Can.
Posts: 2,922
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Quote:
Further, I did a series where I played every Civ in the game and the worst one I had to deal with was the Portuguese. Again, I apologize for my poor formatting. I will def be more careful next time. Oh And I have been a member since 2001 but I lost my old name and password so I had to start over again.
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"Freedom has ceased to be a birthright; it has come to mean whatever we are still permitted to do." ... Joe Sobran
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#19 |
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Deity
Join Date: Jun 2007
Location: Heidelberg
Posts: 3,648
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Here is one point where Caravels can be very useful: assume your port towns don't have much shield production. (This is quite often the case, as coastal towns usually don't have as much shield production as inland towns.) But you need to produce a big fleet of Galleons quickly in order to prepare a large scale invasion of another continent.
So what I do in this case: in the turns before I finish Magnetism, I produce as many Caravels as possible (they are only 40s compared to 60s for Galleons), and when I get Magnetism, I upgrade them. For example: for a total of 600 shields you can build 15 Caravels, but only 10 Galleons. So with this strategy you can increase the ship output of your harbor towns by a whopping 50%!! (Provided you have enough gold...) |
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#20 | |
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Grand Philosopher
Join Date: Apr 2008
Location: Ohio
Posts: 4,442
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Quote:
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