Phosphoraptor
Prince
- Joined
- Feb 23, 2020
- Messages
- 138
Inspired by the discussion on interception on the canal proposal, This proposal aims to help navies better intercept naval invasions, making them essential for conquering overseas.
Proposal part 1
Embarked units lose all movement points when starting turn next to an enemy naval unit. (Since Boarding Party 3 effect leaves even 4 move ships with 1 move, this should in effect leave the embarked units with 1 move)
All Naval combat unit tooltips have “All enemy Embarked Units lose their Movement Points when starting their turn next to Naval Units” added to it.
If you have endured the horrors of trying to stop embarked barbarians when all you have are 1-2 ships, you can see that ships are currently ineffective at stopping an embarked enemy from simply waltzing across the ocean towards your land unless you have enough to form a wall to block them. The problem is that units can quickly escape away from the ship onto land or outside vision range where they are mostly safer. This reduces the value of navies that a naval invasion tends to bring way more land units than ships.
This also does not make sense since naval invasions from the Punic wars to D-Day required the attacker to dominate the seas. Meanwhile it is easy in the game to land in a navally contested area, and even units not covered by a naval unit can easily flee to safety if other ships come.
This proposal allows naval units to “catch” unguarded embarked units and doom them to sink if you dont send navies of your own to save them. This also allows ships to disrupt the tempo of naval invasions and tie down embarked units.
To ensure amphibious themed units and scouts can still do their jobs, this new mechanic will have some exceptions.
Proposal part 2
Recon units and units with Amphibious and similar promotions do not lose their moves when starting next to enemy naval units. Unit and promotion descriptions will have “Unit does not lose movement points when starting their turn next to enemy Naval Units” added to it to reflect this.
List of UCs that are also excepted:
Anything that Starts with Embarkation with Defense
- Conquistador
- Mercenaries
Notable units with Amphibious
- Berserker
- GDR
Overall Implications
- Under-escorted Naval Invasions can be stopped or greatly slowed by a few well-placed or sneaky ships
- Most embarked units will not be able to escape from running into enemy navies without their own naval escorts
- Undefended embarked units are much more vulnerable to ships, but the owner can still react and save the unit by rushing a nearby ship to it.
- Having navies are much more important to smoothly move units overseas
- (Hopefully) Navies can be more useful
Proposal part 1
Embarked units lose all movement points when starting turn next to an enemy naval unit. (Since Boarding Party 3 effect leaves even 4 move ships with 1 move, this should in effect leave the embarked units with 1 move)
All Naval combat unit tooltips have “All enemy Embarked Units lose their Movement Points when starting their turn next to Naval Units” added to it.
If you have endured the horrors of trying to stop embarked barbarians when all you have are 1-2 ships, you can see that ships are currently ineffective at stopping an embarked enemy from simply waltzing across the ocean towards your land unless you have enough to form a wall to block them. The problem is that units can quickly escape away from the ship onto land or outside vision range where they are mostly safer. This reduces the value of navies that a naval invasion tends to bring way more land units than ships.
This also does not make sense since naval invasions from the Punic wars to D-Day required the attacker to dominate the seas. Meanwhile it is easy in the game to land in a navally contested area, and even units not covered by a naval unit can easily flee to safety if other ships come.
This proposal allows naval units to “catch” unguarded embarked units and doom them to sink if you dont send navies of your own to save them. This also allows ships to disrupt the tempo of naval invasions and tie down embarked units.
To ensure amphibious themed units and scouts can still do their jobs, this new mechanic will have some exceptions.
Proposal part 2
Recon units and units with Amphibious and similar promotions do not lose their moves when starting next to enemy naval units. Unit and promotion descriptions will have “Unit does not lose movement points when starting their turn next to enemy Naval Units” added to it to reflect this.
List of UCs that are also excepted:
Anything that Starts with Embarkation with Defense
- Conquistador
- Mercenaries
Notable units with Amphibious
- Berserker
- GDR
Overall Implications
- Under-escorted Naval Invasions can be stopped or greatly slowed by a few well-placed or sneaky ships
- Most embarked units will not be able to escape from running into enemy navies without their own naval escorts
- Undefended embarked units are much more vulnerable to ships, but the owner can still react and save the unit by rushing a nearby ship to it.
- Having navies are much more important to smoothly move units overseas
- (Hopefully) Navies can be more useful
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