Hyronymus said:
Don't we need another type of vessel than a Battleship btw? The real Battleships as they entered service in WW1 and WW2 don't exist anymore. They were too large, too slow and too expensive. Instead destroyers, mine counter measure ships and frigates saw the light.
Not really. The US used a refitted WW2 super battleship (iowa class) to launch cruise missles during Gulf War 1.
Granted the battleship fleet has been all but decomissioned today. So There's really now point introducing another ship. The Aegis Cruiser/Carrier/Destroyer combo is not far removed from the actual type of ships that rule the seas today. Granted you have auxillary ships, frigates, and other type of boats, but Civ3 isn't a naval simulator.
One idea I have is that since Cruise Missles come after Battleships, players can upgrade their battleships in the modern era to slightly higher stats and a +1 transport capacity for the missles.
sir_schwick
I would like them to scrap the current transport system in favor of one more like RoN. If for any reason is that the AI could handle it way better.
I agree. But Let me put forward a rant
I think the problem with the Civ3 naval AI is that it wasn't one of the strong points of the original AI and what BreakAway and Firaxis did in C3C was to patch that weak AI. The end result is we get a hyperactive AI who likes to build a lot of ships and to escort their mix fleet of galleys, caravels and transports
The problem is, the AI sometimes forget to upgrade their transports and I've seen AI Aegis Cruisers escorting Galleys! This isn't a chieftan game either but one of my earlier games on Monarch.
Problem #2 The sitting duck effect is in the game. When you destroy the escorting fleet, the transport simply stops dead in the water waiting for a new escort rather than running for its life.
Problem #3 The old Civ3 naval AI was superior in one aspect. It would send its fleet to decimate the improvements around your cities. The C3C naval AI almost always bombs cities. I assume this came from the WW2 scenario where the AI is programmed to bomb the heck out of the island bases before they invade. But it doesn't quite work in Epic games when you see them send a line of 20 ships to bomb your coastal city while it could probably do even more damage by destroying all the improvements around it and cutting it off from the trade network.
Problem #4 Naval invasion is improved but still weak.
Read my Post about it at Apolyton here. I wrote this a couple of weeks after C3C hit the market. One slight correction I would make is that in my article, I put the problem to bad AI invasion planning. After more experience with the game, I would revise my opinion to say that it's just the overall AI weakness in handling the 3 movement attack / 2 unit defense units that leaves them so vulnerable (even against another AI) when they invade by sea or by land. Invading my sea only makes it more difficult for the attacking AI by adding the problem of transporting their units.
I am hoping if they rewrite the naval AI from scratch, the overall result would be far superior to what we see today from C3C and we wouldn't have to go with the RoN system, which I think oversimplifies to the point of being lazy. And that game is an RTS so loading and unloading troops probably would have been an extra layer of complexity that wasn't needed. Civ3 however could use that complexity, it adds to logistics of going to war overseas.