Before I start, I need to say I agree to almost everything you said.
« Little acknowledgement of the limitations of ships (any ship- including a humble Galley- can circumnavigate the globe without ever having to stop) »
To be fair, this is the case for all units in the game. My Scout in wandering in the ocean for some millennia by now. I understand that Boats need special care, but so do the Helicopters and Tanks.
Does this issue need to be addressed? I mean, do we need to add a special mechanic for this? A slow poison draining the Boat's HP meaning it cannot be too far from home would be absolutely tedious. Adding a "Lumber" strategic resource for maintenance purpose would feel kind of unnecessary.
But I like how Humankind managed to early units to be able to do some ocean exploration with the "Lost at Sea" mechanic. You are able to end a turn in the ocean, but the Naval unit is deleted if you also end your next turn in the ocean instead of coming back to the shore.
« Naval combat is underdeveloped and uninteresting with oceans being flat, unchanging battle fields with little tile variation (Meanwhile, land has mountains, rivers, hills, floodplains, features, etc... it's not like there aren't variations in oceans that change how ships travel) »
I agree. Ocean could be made more interesting with a Current system, a Wind system and maybe a Fog system that would allow to speed up / slow down exploration a bit. I imagine:
- Current could be represented as an Blue arrow on the water tiles. The Current will never change through the game. The movement consumption would be 0.5 if you entered by the arrow nock, 2 if by the arrow head, and 1 otherwise.
- Wind would be represent as a White arrow over the water tiles. Only Boats with Sails could enjoy from it. They could change direction through the game randomly. The movement consumption would be similar to the Current system, except the movement consumption would be 0.5 from nock, 1 from head, and 0.75 otherwise.
- Climate change could make the Current and Wind system completely random every turns at some point, making crossing ocean a gamble.
- Fog would be an ocean "woods" from gameplay purposes. It would hide the view behind the tile, will turn units invisible inside the Fog tiles (except from adjacent units, or units with Radar abilities), and give +3 CS, like Reef.Combat Strength (like Woods).
With those three things, it may make the Ocean more interesting to explore... or more tedious.
« Coastal city development is centralized around a single tile improvement (fishing boats) and a single district (harbor) »
Yes. Even it is less dull with Fisheries, Oil, Water Parks, Offshore Wind and Seasteads, it is still limited. Fisheries should be available with a Technology and be the Sea farms, instead being locked being a Governor. Polder could be a some sort of project that allows to transform a Water tile into Land tile.
"Sukritact's Oceans" and "
Albro's More Maritime: Seaside Sectors" mods allow to further increase the maritime side of the game. Even if not perfect, those are a great evolution for the game.
« Worst of all, naval/coastal play is always unreliable and map-dependent unless you cherry pick a map that makes it easily viable. This is the issue I want Civ VII to tackle most of all. »
One way to make Naval units more interesting would be to be able to use them inland. As said by
@HorseshoeHermit maybe we will have 2 types of river in the next game:
- Shallow rivers: the same as currently in the game.
- Deep rivers: a tile being both land and water, eligible to either land or maritime improvement (including Harbor). It is navigable by Naval units, and Land units need embarkation to cross it.
If deep rivers are a thing in the next game, it also means you could have an Harbor city inland. After all, London was the biggest Port-city in the world, and it wasn't a Coastal one. With the trend of being able to put Canal to join two bodies of water, maybe you will be able to join two deep rivers together in order to cross a continent inland! We can only hope...
The distinction between Melee and Ranged naval unit feels quite dumb. Why a Caravel is able to capture a city, but not a Missile Cruiser? Shouldn't all Naval units works like the Immortel or the GDR: able both Ranged and Melee damage, therefore shoot and capture? I just wonder...
In the Pirate scenario, every ships have a crew. Maybe Naval units should be able to have a Crew for shore exploration and limited combat experience. Or even better: allow Exploration units (like Caravel) to act like a Settler in future games.
Last words: Land units in formation inherit the Movement of the Naval units. Weird it is not the case.
In brief:
- Add a Current, Wind and Fog system to make Ocean navigation and exploration more interesting.
- Add more freedom to early Navigation with the "Lost at Sea" feature from Humankind.
- Add a new type of River: deep Rivers. They are navigable by Naval units, and eligible for both Water improvement (Harbor...) or Land improvement (Farms...).
- Add new resources, mechanics, and districts for coastal cities like a sea-Encampment (Arsenal), a sea-Commercial Hub (Harbor), and a sea-Neighborhood.
- Abolish the Melee/Ranged split from Naval units, or make all Ranged units eligible to capture city.
- Add new mechanic to Naval unit to be interesting on land. For example: a Crew unit à la Pirate scenario, or make (Melee) Naval units able to settle city on the Coast.