Counterproposal to: https://forums.civfanatics.com/threads/2-17-proposal-early-naval-unit-rework.680296/
Galley unlocked at Pottery
55
, 3
, 9 
Barbarian Galley: 8
This is a simpler proposal with no changes to Triremes.
The problem being addressed here is that barbarians can swarm early cities with galleys or keep players from exploring islands. I think removing galleys entirely (counterproposal c) is far too heavy-handed. The problem is simply that players can't really do anything about them. They are too tanky to kill with archers, and players have no boats of their own. So the solution is to just add counterplay: The lowered combat strength lets archers do significant damage to them (and makes them less deadly to embarked units). Allowing players to build them---and at an early tech---gives players a more proactive way to hunt them down. The early tech also doesn't prevent barbarians from spawning them. Also less move so they are not as good at running away at low health, and not dramatically better at exploring than an embarked scout.
Galley unlocked at Pottery
55



Barbarian Galley: 8

This is a simpler proposal with no changes to Triremes.
The problem being addressed here is that barbarians can swarm early cities with galleys or keep players from exploring islands. I think removing galleys entirely (counterproposal c) is far too heavy-handed. The problem is simply that players can't really do anything about them. They are too tanky to kill with archers, and players have no boats of their own. So the solution is to just add counterplay: The lowered combat strength lets archers do significant damage to them (and makes them less deadly to embarked units). Allowing players to build them---and at an early tech---gives players a more proactive way to hunt them down. The early tech also doesn't prevent barbarians from spawning them. Also less move so they are not as good at running away at low health, and not dramatically better at exploring than an embarked scout.
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