Ahriman
Tyrant
Navies are one interesting area that BNW has managed to change indirectly, through sea trade routes.
One of the big problems we had before with vanilla navies is that naval melee just wasn't very meaningful in itself, because an anti-ship role was weak when your opponent didn't need to bother building a navy. Thus, ships that could not bombard land tiles were generally weak, and needed to be very strong to be valuable.
That is no longer the case in BNW, because an anti-ship role to give naval superiority is now meaningful in itself.
I think this means that we no longer need to try to distinguish "light" and "heavy" naval units, which both have ranged attacks.
The main problems with BNW naval design are:
a) Very large multi-era upgrade gaps between units. The frigate upgrades to the battleship, which is incredibly painful.
b) Prize ships on the privateers is still too powerful especially when it upgrades (and detracts from Ottomans).
c) There is still a problem with naval melee in the early game, when naval trade routes have not yet been established.
I suggest then the following design, with two main unit lines, and a couple of subsidiary ones.
Ranged line: Trireme -> Galleass -> Ship of the Line -> Dreadnought -> Battleship -> Missile cruiser.
Melee line: Liburna -> Caravel -> Galleon -> Ironclad -> Destroyer -> Modern destroyer
Submarine line (ranged attack range 1, can only target ships, high attack modest defense, is not invisible - because the AI can't handle that well): Submarine -> Nuclear submarine
Carrier line: Carrier -> Modern carrier.
Ship of the line, dreadnought, battleship, and missile cruiser each require a strategic resource. Other units do not.
The galleon does not have the prize ships or city raider promotion.
We include the "heal outside of territory" promotion, anti-land, anti-ship, and anti-city promotions.
Melee ships do not have move after attack.
Ships could also be slightly faster, and most things that increase ship speed could also increase embarked unit speed.
This is a fairly simple design that fixes the main problems without adding too much clutter of new units.
[It sounds like we might now have an "ignore zone of control" ability with BNW, since there is a tenet that gives this to tanks; that might be nice for submarines.]
For reference, here was the big G&K naval discussion thread:
http://forums.civfanatics.com/showthread.php?t=466201
One of the big problems we had before with vanilla navies is that naval melee just wasn't very meaningful in itself, because an anti-ship role was weak when your opponent didn't need to bother building a navy. Thus, ships that could not bombard land tiles were generally weak, and needed to be very strong to be valuable.
That is no longer the case in BNW, because an anti-ship role to give naval superiority is now meaningful in itself.
I think this means that we no longer need to try to distinguish "light" and "heavy" naval units, which both have ranged attacks.
The main problems with BNW naval design are:
a) Very large multi-era upgrade gaps between units. The frigate upgrades to the battleship, which is incredibly painful.
b) Prize ships on the privateers is still too powerful especially when it upgrades (and detracts from Ottomans).
c) There is still a problem with naval melee in the early game, when naval trade routes have not yet been established.
I suggest then the following design, with two main unit lines, and a couple of subsidiary ones.
Ranged line: Trireme -> Galleass -> Ship of the Line -> Dreadnought -> Battleship -> Missile cruiser.
Melee line: Liburna -> Caravel -> Galleon -> Ironclad -> Destroyer -> Modern destroyer
Submarine line (ranged attack range 1, can only target ships, high attack modest defense, is not invisible - because the AI can't handle that well): Submarine -> Nuclear submarine
Carrier line: Carrier -> Modern carrier.
Ship of the line, dreadnought, battleship, and missile cruiser each require a strategic resource. Other units do not.
The galleon does not have the prize ships or city raider promotion.
We include the "heal outside of territory" promotion, anti-land, anti-ship, and anti-city promotions.
Melee ships do not have move after attack.
Ships could also be slightly faster, and most things that increase ship speed could also increase embarked unit speed.
This is a fairly simple design that fixes the main problems without adding too much clutter of new units.
[It sounds like we might now have an "ignore zone of control" ability with BNW, since there is a tenet that gives this to tanks; that might be nice for submarines.]
For reference, here was the big G&K naval discussion thread:
http://forums.civfanatics.com/showthread.php?t=466201