Carriers, Ridiculous?

:lol: since when do carriers in real life allow a naval fleet to utterly outnumber the number of aircraft the enemy can have on land!?

The air group of a Nimitz class supercarrier is larger than 85% of the world's air forces.

http://en.wikipedia.org/wiki/Nimitz_class_aircraft_carrier

http://www.naval-technology.com/projects/nimitz/

http://www.navy.mil/navydata/fact_display.asp?cid=4200&tid=200&ct=4

IMO, it takes two carriers (that is how i make my battle groups) to equal one real carrier.
 
villagereaver said:
The air group of a Nimitz class supercarrier is larger than 85% of the world's air forces.
That is based entirely on the US carriers ability as opposed to the strength of carriers themselves, the same would be true on any US military force. Would the US' own carriers have air superiority against the USAF over the US coastline? What happens in Civ can only be compared to the British fleet being able to turn up on the US coast, and enjoy absolute air superiority over a region encompassing a few cities, even when they are expected. Which is obviously ridiculous :lol:. And don't forget, this air superiority is indefinite as the Brits can teleport new planes in to replace ones that are lost :lol:

not the same argument as the op- his was, you can have unlimited air power at sea from basically one base of operations, while not so on land. the limit on land was artificial, while there is no similar artificial limit at sea.
For the most part right, but carriers can hide in forts and cities too and also mystical aircraft teleportation. Primarily aimed toward fort and city abuse :p

I can make a similar argument about Subs and TacNukes. TacNukes can evade interception (unlike ICBMs), and with enough of them, you can overwhelm many enemies (Landers full of marines amphibiously attacking Nuke-Depleted cities). Besides, carrier based aircraft still cost maintenance, and cannot strike everywhere. I personally use city and fort (mainly city, but by the end-game my workers have little to do except build forts) based bombers to attack, then capture, then bring more bombers into the new city (from either troop-factories or cities which cannot reach my next target). I rarely use carriers, except for recon or for beach-head landings.
Nukes carry significant penalties for reliance upon them. Massive war wearriness, huge diplo penalties, the highly likely threat of them being banned and in the case of sub launched tacticals, theres the requirement to return to base to get more. The SDI also has a chance to intercept regardless of numbers used, and bomb shelters reduce damage a lot too.

TMIT said:
Fighters have a large outlay in that you still need things to hold the lines that can attack from out of their range, and enough naval cover (though vs the AI naval warfare is VERY EASY...although only if you initiate the war and destroy it in port turn 1).
They do require a lot of support out at sea true, but they are still a neccesity if you are going for a intercontinental invasion, and more than worth the extra support investment. The other use involving hiding carriers in forts and cities to fight on your own continent requires almost no additional support at all, and can net comparable results.

A ridiculous mass of fighters will be anything, but that's also true of the much-earlier infantry/arty combo to a large extent.
The difference is that whatever is defending against the attacking side of artillery/infantry, isn't limited to a fraction of the attacking force (even though the AI won't have an effective amount). Plus against art/inf stacks, the defender has the initiative to attack the art/inf stack first. Theres no major advantage a defending fleet has against carriers, in fact the carriers hold the advantage over everything but subs and cruise missiles.

They CAN be really good, but it's not like they're far and away the best option. To hold sway over the skies to beat anti-air, intercepts, and STILL have bombers cause collateral after that is a massive initial investment, hardly something you'd be able to attain when backwards or weak in pop. If you're backwards you might lose culture or space before you get to flight (or at least before you get enough fighters/invasion troops).
Specifically for intercontinental attacks, then a carrier oriented naval attack is probably the best bet for a backward player civ to prevent an AI winning.
Theres no need to wait for fighters to be made before leaving, as you can teleport fighters in on the way. You can also teleport more fighters as you war reducing the biggest obstacle to any intercontinantal invasion, the logistics. Don't forget of course the carrier based Fighters will be battling at an advantage, and can carry on supporting if the invasion gets inland.
If you do manage to take and hold a city I will accept that rushbuying an airport can do a similar thing, but you need to capture the city, hold it through revolts and then buy it first. If you have that ability to actually hold the city this long, your probably not very backward at all. Best to just raze cities belonging to AIs threatening a victory condition.

Even on the same continent, i'm certain it more cost efficient to use a few carrier based fighters in cities or forts (doubt you'd ever need more than 5 carriers for this).
They can free up spots for bombers, kill enemy air units that would otherwise attack your stack, attack some units destined to attack your stack and soften city garrisons than to just send the stack in supported by a handful of city/fort based fighters and a tiny number of bombers. The air superiority given by carriers is probably a much bigger issue when you can use your bombers to follow them, especially when you don't even need much naval support due to cities and forts.

Edit: sub tac nukes are probably the single biggest threat. 1-2 of those and it's lights out.
A gigantic threat to any stack of doom, its unfortunate the AI almost always bans them before significant numbers can be made if the player doesn't have a tech lead/ control of the UN at this point.

Edit 2: It's also technically possible to get hosed by a bajillion cruise missiles, since they're not capped. You can actually kill defenders outright with cruise missiles if you have enough of them (and at 60 hammers a pop a large empire can probably have 2 cities 1 per turning the suckers). The AI will never do that though.
True, its deceptively cost efficient too, just logistically a nightmare.
The range is too short to make city to ship attacks a reasonable assumption, and moving missiles into a city will be increidbly obvious if done. So we're stuck with a fleet.

The fleet would need to be carrying 4 missiles for every battleship, 3 for every destroyer, 3 for every aricraft carrier, 3 for every transport in order to be killing them. They'd also need to avoid detection which isn't a trivial issue even for subs, especially as they need to go to port to load up, any port close enough to be reconned will be obvious to a player, even if using subs.
Missile cruisers would need to stop more than 10 tiles away (recon vision range) from the carrier and pray it doesn't move in order to both, avoid detection and allow a missile strike the next turn. If the carriers do use Jet Fighters, then cruisers are just doomed.

Ships in forts/cities are also immune to cruise missiles :mischief:
 
I think Carriers are a bit weak actually. Realistically they should have a higher ability to defend given that the planes on their decks aren't just gonna sit there while an enemy ship attacks.
 
I think Carriers are a bit weak actually. Realistically they should have a higher ability to defend given that the planes on their decks aren't just gonna sit there while an enemy ship attacks.


I have always thought this. I think each plane should give a small Strength bonus to the carrier being attacked because, well, see bold font.
 
Specifically for intercontinental attacks, then a carrier oriented naval attack is probably the best bet for a backward player civ to prevent an AI winning.

Sometimes. You have to weigh the alternative of just using suicide marines to ransack/raze coastal cities and grab a capitulation. This is far less hammer-efficient than aircraft (far less!), HOWEVER in terms of hammer expenditure it may be cheaper if you only need to cut down 1 target to secure a win of some kind (aka preventing the tech leader from winning, or grabbing a vassal for UN).
 
Sometimes. You have to weigh the alternative of just using suicide marines to ransack/raze coastal cities and grab a capitulation. This is far less hammer-efficient than aircraft (far less!), HOWEVER in terms of hammer expenditure it may be cheaper if you only need to cut down 1 target to secure a win of some kind (aka preventing the tech leader from winning, or grabbing a vassal for UN).

When you talk about total hammer expenditure are you talking from a "get the attack started quicker" point of view? I'm assuming so due to this sentence;
HOWEVER in terms of hammer expenditure it may be cheaper if you only need to cut down 1 target to secure a win of some kind
However when it comes to carriers its not as simple as that, the stack can move to attack whilst cities are still building the fighters that will be used in the attack and teleport them in later on.

From this perspective carriers in intercontinental invasions allow for a much large hammer value force to attack at the same date as transports. Or in more practical terms, sacrificing just one marine to build a carrier before setting out to attack will allow an extra 300 hammers (If fighters) of aircraft to join in without delaying the attack date.
 
The OP has a point. It's indeed odd that a watertile can have an unlimited amount of fighters (theoretically) but a landtile can have 8 max.
 
When you talk about total hammer expenditure are you talking from a "get the attack started quicker" point of view? I'm assuming so due to this sentence;

However when it comes to carriers its not as simple as that, the stack can move to attack whilst cities are still building the fighters that will be used in the attack and teleport them in later on.

From this perspective carriers in intercontinental invasions allow for a much large hammer value force to attack at the same date as transports. Or in more practical terms, sacrificing just one marine to build a carrier before setting out to attack will allow an extra 300 hammers (If fighters) of aircraft to join in without delaying the attack date.

I'm aware of all that, but sometimes it's the :hammers: that are the limitation in the first place. I'm saying this as someone who's gone NO COLLATERAL marine battering off transports on immortal and capitulated the target in < 10 turns. It's situational. The longer you expect the war to take, the more units/cities you have to kill, etc, the more you want the air support (or nukes).

The AI is pretty bad though if you find a way to rid it of its stack. Pretty much anything works after that w/o major losses assuming at least tech parity, so it's relatively moot against the soft AI most of the time.
 
There seems to be an implication that cities have a limited number of 'air slots' for planes - is this a BTS thing? Cheers :) (I haven't noticed any such limitation in Vanilla Civ IV).
 
I've always thought of carriers as pretty underpowered, and don't use them unless I'm launching an intercontinental invasion. But I see what the OP means, and I do think that there should, perhaps, be some sort of interception chance in moving aircraft, assuming it travels within the range of an enemy aircraft, and is not protected by one of your own, intercepting.
 
Compare the purely fantasy situation if we tried to replace air units with land units:

A city may only hold 4 land units, when a city builds a castle, it may hold 8 land units.
Land units may not be placed on other land tiles, they instead teleport between cities.

A sea tile may hold 3 land units per galleon and 4 land units per transport.

It's pretty weird, isn't it. Of course, the situation isn't completely comparable as land units have a different function in the game than air units. It's just to show how weird it actually is to limit the airplanes on land tiles and not on sea tiles.
 
Cheers! :)

I'm not sure about this one: can you attack a stack of ships using land-based aircraft? I think the answer's 'no' but can't remember offhand (doh, failing memory...)
 
Even if you were to play MP, the only other things I can see being a threat are subs and erm, Carriers :lol:

Cruise Missiles + any massed naval unit.

I don't see a problem with your scenario of massing 50 Fighters on Carriers and focusing attacks on one city. That is a massive investment of hammers - 17 Carriers, probably at least that many escort ships
Spoiler :
You need Battleships or Missile Cruisers to counter AI BB/CGs whose collateral damage abilities could cause problems, Attack Subs to spot and counter AI subs, and Destroyers for AA defense, unless you want to leave that to your Fighters
, and the 50 Fighters. You also need Transports and ground units to take advantage of the havoc your navy is wreaking.

Now, that's a lot of production. That's probably the equivalent of a stack of 100 Modern Armor/Mech Inf/Mobile Artillery... and such a stack would be just as overwhelming as the stack of 17 loaded Carriers.
 
Cruise Missiles + any massed naval unit.

I don't see a problem with your scenario of massing 50 Fighters on Carriers and focusing attacks on one city. That is a massive investment of hammers - 17 Carriers, probably at least that many escort ships
You need Battleships or Missile Cruisers to counter AI BB/CGs whose collateral damage abilities could cause problems, Attack Subs to spot and counter AI subs, and Destroyers for AA defense, unless you want to leave that to your Fighters, and the 50 Fighters. You also need Transports and ground units to take advantage of the havoc your navy is wreaking.

Now, that's a lot of production. That's probably the equivalent of a stack of 100 Modern Armor/Mech Inf/Mobile Artillery... and such a stack would be just as overwhelming as the stack of 17 loaded Carriers.
The 50 fighters was just an exaggeration to highlight the insanity of no limits :lol:
In every situation that i've even had 20 it's been major overkill :p. Even 3 carriers wth 9 fighters are usually warchanging on your own continent.
On escorts, I'm not sure if you'd need anything more couple of destroyers to escort the stack and submarines/attack subs (a couple with sentry) watching the waters. You can let the fighters to all the heavy work softening up any subs and ships for your subs to finish. If you find you lack the numbers to finish them off in one go, you can simply retreat for a turn.

Cruise Missiles + any massed naval unit.
On missiles, range is a serious limiting factor, forcing use by subs or missile cruisers. As has been mentioned missile cruisers need some serious micro with a bit of luck to get in range without being seen thanks to a fighters 10 tile recon range.
Missile cruisers are a non-issue once Jet Fighters appear as recon range greatly exceeds what a Nav 2 missile cruiser can move and fire missiles in one turn.

Other 'massed naval units' will be found and become target practice for fighters before they got into attack range.

You need Battleships or Missile Cruisers to counter AI BB/CGs whose collateral damage abilities could cause problems, Attack Subs to spot and counter AI subs, and Destroyers for AA defense, unless you want to leave that to your Fighters, and the 50 Fighters. You also need Transports and ground units to take advantage of the havoc your navy is wreaking.
Subs in particular are a problem that needs to be planned for, certainly.
One potential plan involves moving carriers into your fort, or your/a friendly city immediately rendering the carriers immune to all naval attacks and cruise missiles while still being able to attack! :lol:
Using this plan you can gain a great deal by using carriers in wars on your own continent, while completely neglecting other naval units...


I emboldened what is IMO, the worst part of the problem.


Something I haven't even mentioned yet, is how carriers increase a fighters potential range during a turn:
In a city, a fighter can cover an area of 124 tiles
In a carrier, anything within an area of 283 tiles (Can't be 100% certain on my numbers though :sad:).
This is before any promotions come into play, the +1 move point from nav 1 any carrier of the era can get, will make a big difference :lol:
Granted, this does require moving the carrier and potentially into harms way so its not a big problem.
 
To my way of thinking, this carrier advantage of airpower at sea is ballanced by the no land limits of cruise missiles on land. You can convert all of your unbarracked cities to missile production in wartime, and teleport all of them into the same city . Subs and cruisers have to go to a port or fort to re-supply.
 
Compare the purely fantasy situation if we tried to replace air units with land units:

A city may only hold 4 land units, when a city builds a castle, it may hold 8 land units.
Land units may not be placed on other land tiles, they instead teleport between cities.

A sea tile may hold 3 land units per galleon and 4 land units per transport.

It's pretty weird, isn't it. Of course, the situation isn't completely comparable as land units have a different function in the game than air units. It's just to show how weird it actually is to limit the airplanes on land tiles and not on sea tiles.

It's only weird if you want it to be weird.
 
It's only weird if you want it to be weird.

Why post to say this in reply? You basically ignore my post to make a general statement that things are only weird if you want them to be weird. It doesn't add anything to the discussion.
 
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