So I'm sitting here in the Modern Era with Fighters, Tanks & Infantry.
I get bored with the happy family I have going on with my neighbours and decide I want to crack some skulls overseas.
So, I change the production in my 'shipyard' city and ... um ... I can build Destroyers, Submarines, and Carriers but no Transport.
Figuring I missed a tech somewhere along the way, I begin scouring the Tech Tree, but there is no transport!
Am I missing something here?
Does Firaxis really expect us to move 5k+worth of defenseless embarked troops at a paltry rate of 4 movement with only 1UpT?
If this is true, I feel like it makes Pre-Industrial overseas warfare a bit.
One word: Legions. (Let´s you stack as much as you want on a tile. No need for transports of any kind.)![]()
That's bad military AI, not an issue with the embarking mechanic. If the AI made/used navies, you'd see situations where maritime power was a requirement for any transcontinental operations. If it knew what it was doing, your Caravel would've been eaten by a Destroyer many turns ago.
Seriously, 95% of the "myriad issues" with fundamental Civ5 mechanics are the bad military AI.
Raging, actually -- and yes -- I lose a fair number... but what else am I going to do with gifted CS scouts. I've even taken to exploring with workers --- by this point, beyond maybe shifting a few mills to mines when certain techs pop new resources, I don't need them anyway. Work boats are another great exploit -- cheap and disposable exploration units... Barbs eat 'em? So what -- just build another.Are you playing with barbarians disabled? Every game I've played where I needed to sail across ocean, I always sent out a military ship first, because Galleys/Caravels would eat my Settlers otherwise. If you're sailing across mare incognita, you're going to have to deal with the possibility of barbs sinking your undefended vessels.
Maybe - an amphibious invasion since the dawn of time was a monumental undertaking... I'd have no problem with a "convoy" unit being a super-unit and enormously expensive, or requiring a special building or unit to create. But there are a ton of better ways to do it than just 'research X, then voila -- every unit becomes Overlord capable with no further effort'. There's no "cost" to trans-ocean play now, whether it be exploration, colonization, or warfare -- and simply making the AI less stupid still makes the "cost" too low. Make it a promotion. Make it an attachment unit. Make a tile improvement called an embarkation harbor... whatever. You shouldn't be able to just flip a switch -- pop Astronomy -- then, the very next turn -- any unit you please can suddenly sail to the far corners of the earth.And defend your entire embarked navy with one ship?
I don't think so.... what's the difference between a desert tile or marsh tile (setting aside that you can build on them in V for some reason) and the ocean? Desert tiles cause units to suffer -50% combat penalty.... ocean tiles -100% combat penalty. Like I said above -- there's no "cost" to ocean-traversing beyond researching a tech that you're inevitably going to research anyway. It's beyond ridiculous that you can simply pop a tech, then immediately sail across the Pacific with whatever happens to be laying around on your shores.That's beyond silly.
Welcome back, OTAKUjbski.![]()
The whole reason for embarkment being in the game was to eliminate the tedium of needing transports. I don't see why anyone expected there'd be both.
I have experimented a bit about naval exploration and I can say that using a land unit is really inefficient compared to a caravel. The difference is that a caravel has many more movement points and sight radius than an embarked land unit. Because of this a caravel can explore in the same amount of time roughly 10 times what an embarked unit can. Since their upkeep is the same, I think it's much better to explore with a caravel.While I didn't think about this myself, I agree embarkment as it's implemented now makes overseas exploration lackluster. Without the need of some naval unit to cross the ocean, circumnavigating and exploring the entire continent with a Scout is all too doable, and you don't even need a coastal city anymore!![]()
I don't think this is due to the removal of tranports; it is a direct consequence of 1upt.All they did was trade the tedium of loading/unloading for the tedium of moving dozens of units 1-by-1.
I have experimented a bit about naval exploration and I can say that using a land unit is really inefficient compared to a caravel. The difference is that a caravel has many more movement points and sight radius than an embarked land unit. Because of this a caravel can explore in the same amount of time roughly 10 times what an embarked unit can. Since their upkeep is the same, I think it's much better to explore with a caravel.
Oh man, good riddance to transports. I found moving armies in civ 4 tedious.
In theory this would make for greatly enhanced naval gameplay because you have to win the sea before you can use it to transport your troops across.
In practice however, the AI often doesn't put up a fight, so you don't get anything in return for the work you invest in protecting your units... which might explain why it could seem a bit bland.
Seriously, you're playing another game if the AI has an actual navy, especially if you haven't seen them throw embarked land units at your navy to get snatched, like I described.
yeah, I've noticed this in gameplay as well. Perhaps I just need to up the difficulty level, but it seems like the AI still hasn't mastered naval warfare. I often find it to be the case that while I build a huge navy of frigates to protect one flank of my empire from an amphibious invasion, my enemy has no navy, no amphibious invasion force (despite having a pretty sizeable army), or when they do have a navy they just use it sporadically to bombard my cities. Pathetic I say, I hope they can fix this in a patch, but I'm not holding my breath.
... a caravel can explore in the same amount of time roughly 10 times what an embarked unit can.
If you consider, moving an army on sea requires no more effort that moving it on land. Select each unit, give them destinations and after a while they will arrive.
Alternative solutions that involve 2upt, 3upt and similar risk to bring back the infamous stack that in my opinion is better to leave for dead.![]()
I don't discount a Caravel as a better choice for locating land, but there are a few things an embarked land-unit (namely a Scout) has going for it over a Caravel:
- Scouts are 4-times cheaper than Caravels
- Scouts are already in play but likely out of land to explore by Astronomy
- Scouts can be readied at all 4 corners before Astronomy finishes
- Scouts can disembark to pop ruins for goodies
- Scouts can be built in any city
Nevertheless, there shouldn't even be an option in the first place.
Mods are not supposed to be the solution for this game's shortcomings. They should be a nice addition if you fancy it, nothing more.
Here is my only issue with embarking:
Naval combat is slow. These units have big combat rating, but low ranged attack. It takes several rounds just to destroy frigate with destroyer. In these several rounds frigate could just ignore destroyer and rush for embarked units you are supposed to protect.
And the bigger the embarked "feet" is the more places where enemy ships could sneak in. Despite positioning of defensive ships and ZoC.
No offense taken!I mean no offense with this question, "Have you conducted Modern Era transoceanic warfare (esp on King/Emperor)?"
Aside from the Pathing AI being jacked up, moving across the ocean doesn't work nearly as well as across the land.
Moving on land is usually a few tiles at a time through friendly territory with a smaller group of units having the same.
In my experience, oceanic movement for the purpose of conquest involves 2 or even 3 times as many units (multiple waves, naval escorts, fighters, etc). It has never been as simple as just click-it and forget-it.
No offense taken!
I had experience with naval assaults in my last game, Emperor/large map.
I planned a naval invasion of the Iroquois territory. This was a flanking manouver actually since the main battle was being fought elsewere. The plan was: sneak a task force, capture a couple of cities on the cost, go for the in-land capital, conquer it and make the enemy surrender.
I was in early modern age so the invasion force was composed by: 2 artilleries, 6 infantry, 1 great general.
Beforehand I spent some turns clearing the sea. I sent 3 destroyers: the only resistance I found was an enemy ironclad quickly despatched. Afterwards I placed the destroyers in long-range scouting positions and finally moved the troops.
I just selected each unit and gave the movement order to 2-3 tiles away from the coast. I didn't have to do anything else because no enemy ship showed to hinder the transport.
When the troops reached their destinations I micro-managed the actual landing since there were enemy troops on the beaches. Long story short... the plan worked
I didn't find this tedious or difficult at all!
This is my wartime experience. Then I did some heavy oversea colonizing using the same pattern: good frigate/destroyer scouting before, movement after, one click for unit.
I didn't really have issues with naval movement. My 2 cents!![]()
In theory this would make for greatly enhanced naval gameplay because you have to win the sea before you can use it to transport your troops across.
In practice however, the AI often doesn't put up a fight, so you don't get anything in return for the work you invest in protecting your units... which might explain why it could seem a bit bland.