Thunderbrd
C2C War Dog
100% damage is a destroyed unit... period. So sunk is sunk either in a harbor or out of it. Some of the ideas to manipulate things there seem like complexities that could just outright confuse players rather than add to the realism.Currently Air units cannot cause 100% damage to ships at sea, but can bomb ports to sink ships. This is the opposite of real air warfare. No ship was ever "sunk" by aircraft while in port. Of the 7 battleships in Pearl Harbor, 5 of them were back in service before 6 months, and the other 2, Arizona and Pennsylvania, were not "Sunk" meaning go down beneath the surface, but were just so damaged were considered not repairable. However, Prince of Wales, Repulse, Akagi, Kaga, Yamato, etc, these were all SUNK at sea by aircraft and only aircraft.
Can Air units be changed to allow 100% damage to ships at sea, but make it over 100% damage, but not destroyed, still repairable for ships in port? This allows you to cause so much damage that it will take many turns to repair that ship back to use, and perhaps put a cap of 300% for totally destroyed if in port.
And so aircraft will not be over powered, have it be a 5% chance to sink the ship at sea, otherwise just the damage cap
Ships that have received damage should have their speed reduced by that same damage %. If your ship is burning and listing heavily, you are not going to be doing 30 knots, you might even need a tow. Ships damaged past 60% should have a chance every turn to receive addition damage, fires out of control, flooding, etc. and a small chance to sink.
March and the ship equivalent Damage Control, as well as resting out in the open, should not bring a unit back to full health, but only a max of 80% health, only a rest in a city or fort should be allowed to bring them back to full health. Only in a city can you get the troops, weapons and materiel to bring that unit or ship back to full strength.
BUT I do like the observation that perhaps planes should be able to finish off their targets if possible. One thing though... I'd hate to actually USE that ability if we enabled it because it'd deny one of the XP they could get on a naval unit by using that unit to finish off the other. So I kinda appreciate sending my stack of planes to attack a naval target only to have them stop once the target is now otherwise crippled but not quite dead yet so it can be finished off with earning an xp for one of my ships.
Speed reduction on damage and ongoing fires on the ship should be pretty nicely expressible via the new Criticals methods. We can otherwise assume the ship is pretty much functionally operational but the crew and hull integrity is what has suffered. But perhaps I need to give some consideration to how a Crit can be received from a bombard/air raid still. And maybe Crits should be more likely in naval, vehicular, and mechanical combats as they would reflect the physical breakdown of the machine in far more defined terms than simply damage. For more info on this, check out the C2C Combat Mod Introduction - Step II (New Promotion Types) .
Your note on requiring cities to fully heal ships is an interesting one. I wonder how others feel about that? I think its probably realistic and would also, especially, apply to deep see or deep space vehicles. But from a strategic standpoint, it means that simply injuring your opponent's ship is enough to take them out of the field of combat for a very significant length of time and could be very annoying when it happens to your ships!
One improvement I have in mind for the second round of Combat Mods is to make healing effects apply to UnitCombat classes specifically, thus you can define the difference between a medic and a mechanic quite effectively. With multiple UnitCombats allowing us to have far more sweeping unit category definitions, it should be pretty workable to set up this way.
We've got some plans to address this. Not necessarily what you have in mind but there will be a way.Is it posible that the Rogue line will be changed so that they can not enter a city if there is a dog (or maybe Townwatch) unit or at last have to fight the dog first as it is quite anoying to have Rogues parked in your city when you can't do anything about them there.
Alternative the Crime fighting Abilitys should work as a chance to kill any Rogue line unit within a city.
(Because Dogs only see 1 field away and Rogue have command you also don't spot them early enough to fight them bevore they get into the city.)
On the building thing... interesting mechanic. What goal are you shooting for there, giving a lagging civilization a better chance to catch up to the leader?Would it be possible to add a reduction to the price of buildings depending on the number of such buildings already present i your empire, or in empires you have open borders with, and hat you have either scouted or traded maps with? Sort of like how the research works now, but with buildings?
Also, I think the price reduction for techs researched by other civs are too low, as evidenced by the AI falling so much behind. I would vote for this reduction being bigger.
I tend to agree that Tech Diffusion doesn't come with quite enough of an impact... its hardly noticeable as it is now. But I also think it could be made to be a more interesting option that takes into account espionage against more advanced opponents and the amount of trade routes that tie you to that opponent. I think Koshling mentioned something along those lines earlier. I wouldn't mind leaving off any adjustments to that system until we have time to look at it deeper like this.