N.Core
Chief of Neoa
A counter-propose to this: https://forums.civfanatics.com/thre...ll-land-units-with-sailing-technology.680549/
Counterproposal: Rather than outright giving land units Shallow Draft and Oceanic Perils to make them able to cross a small Ocean gap, require them to stay on a naval unit at the start of a turn to get a temporary Shallow Draft and Oceanic Perils ability only on that turn.
Reasoning: While it sounds good on paper to give embarked land units a way to cross the small gap of Ocean tile, it has major balance repercussion on early land warfare in island maps. Yes, it's another bias of mine as a developer of Tectonic map which generates lots of small ocean gap.
Even better if there is an ability to link an embarked unit with a naval unit (a la Civ 6 linked embarked units), but that requires a whole new mechanics. But the point is, if you want to make early embarked land units able to cross an ocean gap, they must start their turn on a naval unit tile, so there is a strategic gameplay element to this.
Counterproposal: Rather than outright giving land units Shallow Draft and Oceanic Perils to make them able to cross a small Ocean gap, require them to stay on a naval unit at the start of a turn to get a temporary Shallow Draft and Oceanic Perils ability only on that turn.
Reasoning: While it sounds good on paper to give embarked land units a way to cross the small gap of Ocean tile, it has major balance repercussion on early land warfare in island maps. Yes, it's another bias of mine as a developer of Tectonic map which generates lots of small ocean gap.
Even better if there is an ability to link an embarked unit with a naval unit (a la Civ 6 linked embarked units), but that requires a whole new mechanics. But the point is, if you want to make early embarked land units able to cross an ocean gap, they must start their turn on a naval unit tile, so there is a strategic gameplay element to this.
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