| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#81 |
|
Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
|
|
|
|
|
|
|
#82 | |
|
Follower of Tytalus
Join Date: Dec 2001
Posts: 3,275
|
I think the fundamental problem with making naval power as important in the game as it was historically is that so much of what ships did is either handled automagically - logistics between cities, for example - or handled by the land units themselves: the very generous embark/debark and sea-movement rules for land units.
So ships are left with a pretty small fraction of what they actually did. Not only aren't they needed to move stuff around, they don't do much toward keeping your opponent from moving stuff around. (Which is why I said navies are more important later - they can do more in the arena the game focuses on: The land.) Enhancing the direct support role to move pre-modern navies closer to their historic importance does indeed help. To that end I at least early melee ships (pre-Ren?) should be quite powerful against cities. (I think the rule-of-thumb for powerful enough might be that you want to sink the melee ships near your attacked city before the ranged ships.) Maybe add a melee ship to keep the line up to date. But I too would welcome further elaborations on naval power. How about: Create merchant ships that act something like Great Merchants in that they give you gold when sent to a distant city? Or to whoever takes them. Could make having an open sea-route elsewhere very valuable. Especially pre-modern. (Hmm... or culture or science, depending on what you build?) That's the only thing I can think of that involves something as simple to do as adding a unit. Allow sea-routes to increase strategic resource yields? The idea is that the game's current yield assumes a land-connection. But a resource near a coastal city with a un-blockaded harbor connection gives (for example) x1.3 more, because the resource can be shipped over water. Your opponent has too much iron? Blockade Ironport. He'll have less. (A higher multiplier, especially combined with lowering the current yields a bit, might see coastal cities cities/empires much more interesting. Though it'd be nice to also reward river connections, too.) Make sea-borne commerce routes yield more gold? Even if you've got a road connection harbors would be valuable. A version of the foreign trade route system that (perhaps inevitably) emphasizes over-water connections. Make blockades more damaging? (Do they currently cut-off resources? Could they? How about drain gold in addition to block commerce?) Quote:
But in civ it may as well be planes as ships supplying distant outposts, armies, and cities. Or it could be teleporting elves. (Which I think the documentation specifically mentions is how planes re-base.)
__________________
I know how God can make a rock so big He can't lift it. FFH2 modular mod thread. Fall Further modules thread. Last edited by Tarquelne; Jun 27, 2012 at 10:49 AM. |
|
|
|
|
|
|
#83 |
|
King
Join Date: Dec 2005
Posts: 950
|
|
|
|
|
|
|
#84 | |||
|
King
Join Date: Dec 2005
Posts: 950
|
Quote:
Quote:
Quote:
|
|||
|
|
|
|
|
#85 |
|
Hallowed are the Ori
Join Date: Nov 2005
Location: Edmonton, Alberta, Canada
Posts: 110
|
I oppose making battleships follow the new siege model. I prefer they be more useful, but more expensive as well, whether that expense comes through increased production time or through requiring a strategic resource. I wonder if it's possible to add additional gold maintenance to units?
On the whole I like Ahriman's design, although I think the roles of the privateer and the galleon in his design should be swapped. To me anyway, using a privateer to capture a city INSTEAD OF fight and capture an enemy ship would just feel wrong. I also would not mind the addition of a modern carrier/supercarrier a la whoward69's Supercarrier mod.
__________________
AIM: CassiusAllanus | MSN\Windows Live: Brendon.Allan@shaw.ca | XFire: enlighteneddespot | E-MAIL: Brendon.Allan@shaw.ca NCHCP Dissolved "In Cassiusland, whips cure disease!" Creator of the original guerrilla unit concept for Civ4 BtS. Last edited by HG_CassiusA; Jun 27, 2012 at 07:20 PM. |
|
|
|
|
|
#86 | |
|
Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
|
Quote:
|
|
|
|
|
|
|
#87 | |
|
King
Join Date: Jul 2002
Location: Southern California
Posts: 737
|
Quote:
![]() World trade exports amounted to $15.2 Trillion in 2010. Most countries depend upon foreign trade for their energy supplies and much of their food. The bulk of that trade goes by...ship. Sure, in most countries there is a lot of trade domestically...of items that came into the countries as imports via ship. Just sayin...Anyway, this doesn't really have much to do with Civ V since we all agree it is not a global economic simulator.
__________________
"Things are getting better. Well, not as good as yesterday, but much better than tomorrow!" - old Russian joke |
|
|
|
|
|
|
#88 |
|
Prince
Join Date: Oct 2001
Location: Calgary, Canada
Posts: 365
|
If I can jump in with a few thoughts, I just played a pair of fairly heavy naval games (one a multiplayer game with some major fleets happening), and had a few thoughts that may or may not be of some interest.
Mainly, I agree with the position that as things stand, melee ships are too weak. Minus the final blow for the capture, you don't want any. So I wanted to find a way to make them useful, and sorta came at it this way (in theory... not tried). First - give all melee ships a submarine type promotion that is +50% to attack. I thought about lowering ranged ships base strength to make the melees more dangerous, but this makes them vulnerable to everything (other ships, passing longbows, cities). Giving the melees +50% attack means they should be able to hit harder and take less damage when they get through. Second - if the +50% to attack works against cities as well, you throw the balance off vis-a-vis melee ships and cities. In that case, a -33% city attack penalty would reduce them back to 100% vs. cities, and should have no other effect. Optional - design/include a promotion for ships that reduces ranged damage (similar to the cover promotion). Balance wise, I could see arguments for making this require 1 or 2 promotions to take. Again, while I haven't tried any of this (I use mods, I don't much make them these days), it seems this gives you a reason to have a good solid core of melee and ranged ships in any given battle group. The ranged are still somewhat superior, but they generally require a resource. |
|
|
|
|
|
#89 |
|
King
Join Date: Feb 2007
Location: Just north of Boston
Posts: 893
|
Is it possible to put a hard limit on the number of Battleships that are allowed? Possibly saying something like you need to have 4-5 Destroyers before you are able to build 1 Batlleship?
__________________
Duncan Waiting Patiently for the Expansion!
|
|
|
|
|
|
#90 | |
|
Warlord
Join Date: Nov 2011
Posts: 186
|
Quote:
As long as AI will be fine with it, it should decrease player ability to spam only capital ships by a lot. Especially in war time when u need to pop that extra navy unit here and there, but only ur main 2 cities have drydock. U r way better off building smaller vessel rather then 1st drydock then battleship - even if u rush buy it, it will still take 2 turns and be really costly. |
|
|
|
|
|
|
#91 |
|
Emperor
Join Date: Feb 2006
Location: ohio
Posts: 1,676
|
Wasn't the VEM combat values for a BB ~80/40 instead of 55/65? (with a promotion against city/fortified)
Some idea of moving ranged ships toward a position of relatively strong but with somewhat weaker strikes make them still hard to sink but less advantaged against cities and melee naval than melee ships?
__________________
"I wish I had an answer to that because I'm tired of answering that question" |
|
|
|
|
|
#92 | |
|
Russian Monk
Join Date: Aug 2010
Posts: 371
|
Quote:
|
|
|
|
|
|
|
#93 | |
|
King
Join Date: Dec 2005
Posts: 950
|
Quote:
The drydock might delay the big ship armada but it wouldn't stop it. |
|
|
|
|
|
|
#94 |
|
Deity
Join Date: Nov 2003
Location: Europe, more or less
Posts: 5,272
|
After having played one naval game, I must say the Trireme is incredibly impotent versus land. It can take cities, but only cities. And as there aren't many coastal tiles, you need a few of those. Theoretically, one enemy trireme could stop an attack for long enough to stop the attack. So it's basically a strategy against city states. A Quinqureme rush is very strong however, since you can pump them out very quickly. But war is but one function of the tirereme in the game, the others are barbarian hunting and exploration, where it fails. The unit (and the uniques associated with it) feels very poorly designed to me as they are either very helpful, or not helpful at all.
If you wage a landwar, the trireme can't support your land units, it just sits there watching them die. If you go exploring and find a ruin, you can't pop it and have to bring a slow scout in tow, micromanaging and poor design. If you find a barbarian hut off coast, you can't attack the camp at all. If it's on a one, two or three tile island, you are basically powerless until the ranged naval units comes around as you can't land a unit on the island filled with barbarians. Thus, following propositions, not sure if they are all viable, but I guess they are more possible than allowing the melee trireme attack a barb camp or land units...
This way, you can set up a team of Trireme+scout and not lose the scout trailing behind, the trireme can do something against land units and with a bit of luck, the scout/vanguard can pop the barbarian hut. A reason against it is that probably the AI will not understand the system... |
|
|
|
|
|
#95 | |
|
Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
|
Quote:
The only UU associated with it that I've seen is the Quinquereme, which as you noted is a killer. And it was never meant to make camp-popping easy. I see where you're coming from, but wanted to state my different perspective. |
|
|
|
|
|
|
#96 |
|
Deity
Join Date: Nov 2003
Location: Europe, more or less
Posts: 5,272
|
Don't the Byzantines have the Dromon as a Trireme replacement? (or ist that a Galleon one making the Byzantines and Carthaginians at least somewhat different, haven't played with Byzantium yet).
I do see you're points, but then there needs to be a ancient age ranged unit. The chance is high that as there are few units running around, there will be nothing to do for your triremes, even in a war otherwise. You blockaded the ports, but are too weak to attack. Also long-distance naval attacks (which would be a beautiful new strategy "hey, let's conquer that city all the way over there") would be not possible as the Trireme can't defend itself against archers, catapults and cities, can it? |
|
|
|
|
|
#97 | ||
|
Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
|
Quote:
Quote:
|
||
|
|
|
|
|
#98 |
|
Follower of Tytalus
Join Date: Dec 2001
Posts: 3,275
|
It is: "My words are backed by the power of GREEK FIRE!"
A trireme taking a city and then scooting off and allowing it to be recaptured could represent a successful raid. The trireme getting whacked before it can leave... not so successful, but it still might be worth while. (I just happened to read a history of the second Schleswig-Holstein war. The Danes totally complained about how the navy should have been allowed to contribute more to the land war. There wasn't enough for them to do.)
__________________
I know how God can make a rock so big He can't lift it. FFH2 modular mod thread. Fall Further modules thread. Last edited by Tarquelne; Jun 30, 2012 at 08:27 AM. |
|
|
|
|
|
#99 | |
|
King
Join Date: Dec 2005
Posts: 950
|
Quote:
That's always a critical question especially in the very early game. You don't have a lot of cities, and you often have a lot of units, buildings, and wonders that you would like to build. Hammers are a precious thing, so anything you spend them on has to provide a major advantage. |
|
|
|
|
|
|
#100 |
|
Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
|
I build them to explore. With increased naval activity, I would also want them to keep my trade routes open. That's enough justification for me, even if I never use them to take a city.
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|