Locutus_Morti
Prince
After SheaferDaDog posted in the Naval Warfare thread, I realized that there were a lot of good suggestions there, but they lacked a greater model of naval warfare in Civ4. So I wasted a few hours to come up with this Grand Naval Overhaul, which would change how ships operate quite a bit.
PLEASE NOTE: I think naval warfare is fine how it is. But I wouldn't want ideas to go to waste, so I made this. I had fun doing it, and if Leoreth doesn't use it, I'm glad to have done it anyway.
Each set of ships should have a set that fills the roles of Transport, Destroyer, and Capital Ship. Transports should move moderately fast, and carry units. Destroyers should move quickly and have bonuses against Transports, and have additional chances to withdraw. They are countered by Capital Ships. Capital Ships should move slowly, but hit hard. They should mainly be injured by withdrawing Destroyers, who can then retreat out of range.
Proposed changes and additions are underlined
Format: Ship
hammers: Required, Technology required, Resources required) Strength, Movement, Carrying capacity. [Additional boni] {CEO=Cannot Enter Ocean or cape, EET= can Enter Enemy Territory, X%IA= X% chance to intercept aircraft, X%BC=Bombards cities for X%}
Ancient-Classical Era
Medieval Era
*This is simply a renamed Caravel
**This is actually a new unit, this represents larger Caravels. The Portuguese UU can be renamed Nau and replace the Galleass, in addition to having an extra movement point.
Renaissance Era
Industrial Era
Modern-Future Era
Welp, that's the list! Thanks for reading all of it, it is quite long. Once again, I'd like to reiterate: I think naval warfare is fine how it is. But I wouldn't want ideas to go to waste, so I made this. I had fun doing it, and if Leoreth doesn't use it, I'm glad to have done it anyway.. If there's anything you'd like to say about this, drop a reply, and I'd be happy to respond.
PLEASE NOTE: I think naval warfare is fine how it is. But I wouldn't want ideas to go to waste, so I made this. I had fun doing it, and if Leoreth doesn't use it, I'm glad to have done it anyway.
Each set of ships should have a set that fills the roles of Transport, Destroyer, and Capital Ship. Transports should move moderately fast, and carry units. Destroyers should move quickly and have bonuses against Transports, and have additional chances to withdraw. They are countered by Capital Ships. Capital Ships should move slowly, but hit hard. They should mainly be injured by withdrawing Destroyers, who can then retreat out of range.
Proposed changes and additions are underlined
Format: Ship

Ancient-Classical Era
- Transport: Galley (50, Sailing) 2 strength, 3 movement. Carries 2. [CEO]
- .
- Destroyer: Trireme (50, Metal Casting) 2 strength, 3 movement. [+50% against Galley, +20% withdraw chance, CEO]
- .
- Capital Ship: Hexareme (60, Construction, Copper or Iron) 3 Strength, 2 movement. [+25% against Triremes, CEO]
Medieval Era
- Transport: Cog (60, Compass) 3 strength, 4 movement. Carries 3. [CEO]
- .
- Destroyer: Galleass* (60, Optics) 3 Strength, 4 movement. Carries 1 non-military. [+20% against Cog, Galley, +25% withdraw chance, EET]
- .
- Capital Ship: Carrack** (80, Gunpowder) 5 Strength, 3 movement. [+50% against Galleass, Trireme]
*This is simply a renamed Caravel
**This is actually a new unit, this represents larger Caravels. The Portuguese UU can be renamed Nau and replace the Galleass, in addition to having an extra movement point.
Renaissance Era
- Transport: Galleon (80, Astronomy) 4 Strength, 3 movement. Carries 4.
- .
- Destroyer: Frigate (90, Chemistry, Iron) 8 Strength, 3 movement. [+30% withdraw chance] {8%BC}
Privateer (80, Chemistry) 6 Strength, 4 movement. [+40% withdraw chance] - .
- Capital Ship: Ship of the Line (120, Military Science, Iron) 8 Strength, 3 movement. [+50% against Frigate] {12%BC}
Ironclad*** (100, Steel, Iron and Coal) 12 Strength, 3 movement. {12%BC}
***Note that this unit should now be able to enter oceans.
Industrial Era
- Transport: Transport (125, Combustion, Oil or Uranium) 16 Strength, 5 movement. Carries 5.
Carrier (175, Industrialism, Oil or Uranium) 16 Strength, 5 movement. Carries 3 Fighters. - .
- Destroyer: Destroyer (200, Combustion, Oil or Uranium) 30 Strength, 8 movement. [Can see submarines, +35% withdraw chance] {16%BC, 30%IA}
Submarine (150, Radio, Oil or Uranium) 24 Strength, 6 movement. Carries 3 missiles Or Tactical Nukes[+30% withdraw chance, EET] - .
- Capital Ship: Battleship (225, Industrialism, Oil or Uranium) 40 Strength, 6 movement. [Collateral Damage] {20%BC, 10%IA
Modern-Future Era
- Transport: Transport (as above)
Supercarrier (220, Advanced Flight, Oil or Uranium) 20 strength, 5 movement. Carries 5 Fighters {20%IA} - .
- Destroyer: Destroyer (as above)
Stealth Destroyer (250, Steath+Robotics, Oil or Uranium.) 30 Strength, 8 movement. [EET, +40% withdraw chance, 2 First Strikes] {30%IA}
Attack Submarine (180, Rocketry+Radio+Combustion, Uranium) 30 Strength, 7 movement. Carries 1 non-military[EET, +40% withdraw chance] - .
- Capital Ship: Missile Cruiser. (260, Robotics, Oil or Uranium) 40 Strength, 7 movement. Carries 4 missiles. [Collateral Damage]{20%BC, 10%IA}
Welp, that's the list! Thanks for reading all of it, it is quite long. Once again, I'd like to reiterate: I think naval warfare is fine how it is. But I wouldn't want ideas to go to waste, so I made this. I had fun doing it, and if Leoreth doesn't use it, I'm glad to have done it anyway.. If there's anything you'd like to say about this, drop a reply, and I'd be happy to respond.