[Discussion] Great Admiral

I thought a cool ability would be a "create flagship" ability used when the GAd occupies the same tile as a ship, and this unit then gains a combat bonus, an extra movement point and maybe the supply promotion.

Nice one
 
I thought a cool ability would be a "create flagship" ability used when the GAd occupies the same tile as a ship, and this unit then gains a combat bonus, an extra movement point and maybe the supply promotion.

I like that idea. :goodjob:
 
Given how much damage navies can do post-G&K, I find Great Admirals a pretty handy offensive buff. I would be interested in some sort of defensive deployment - a mine field seems most appropriate, perhaps restricted to coastal waters/ ocean tiles in your territory - but I would be sorry if this meant giving up the heal fleet ability.
 
Getting the one from the Commerce tree can be really helpful on some maps. The +2 movement helps quite a bit to be able to scout the coast yet finish the turn at an ocean tile so the Admiral stays out of reach of Barbarians.

I suspect they'll be moved to the Exploration tree, though.
 
On maps with reasonable amounts of water, and I kinda wanna exclude continents from this because you can easily win a continents game without ever setting foot in the water, they are fairly good.

The secondary ability during naval sieges can often be the difference between fixing up your fleet and taking a city or having to back up and regroup/repair for several turns.

They also don't interfere with any other GP being on their own exp bar...

I don't see the issue.
 
I think Great Admirals could build coastal Fortress to a city, which would make the city stronger against attacks from the sea. After all they can enter cities just like all naval units. This fortress could act like fortress on land doing 30 damage against naval units that are near the city.
 
I think Great Admirals could build coastal Fortress to a city, which would make the city stronger against attacks from the sea. After all they can enter cities just like all naval units. This fortress could act like fortress on land doing 30 damage against naval units that are near the city.
It seems to me that would be better implemented as a city building.

Don't try to pound a square peg into a round hole. The reason the Great Admiral doesn't have any better abilities, it seems to me, is because there aren't any that are appropriate.
 
It's now ok that Great Admirals don't have a tile improvement. None of the new Great Artists will either.
 
If they could create a minefield I think that would be neat.

They also need better movement as your navy upgrades, I can never get mine to the fight in time with the combustion, steel ships.
 
Mines are a good gameplay idea, but I think they'd need a whole system allowing you to counter them, and I don't think they should be tied to a Great Admiral. I'd prefer dedicated units like a Minelayer and Minesweeper... if there's no counter and one player can lay mines that you could never detect or sweep... that would be a bit of a nightmare.
 
GAs aren't that bad, the only reason people don't use them, is because they don't focus on their naval warfare. I've played games where naval warfare was all I used and I found the extremely useful. The insta-heal helps a lot because of the fact that the ships can only heal in freindly territory
 
I might find the Galleas more useful to protect trade routes. I don't get much use for them currently.
 
I thought a cool ability would be a "create flagship" ability used when the GAd occupies the same tile as a ship, and this unit then gains a combat bonus, an extra movement point and maybe the supply promotion.

This. I actually like this idea a lot somehow. Give the flagship Supply and Logistics, and maybe other bonuses too.

Of course, the idea behind a flagship is that it acts as the center of a fleet (gives combat bonuses to surrounding ships). But then, that's exactly what the GA does already. Hmm. I suppose, when you get a GA, you could choose to either use him to repair surrounding ships, or give him a flagship, which would keep the combat bonus to surrounding ships, but you lose the ability to repair ships.
 
It's the naval equivalent of a great general, with a heal instead of a citadel, that can be used to explore the ocean. It's useful, not game-changing, but not everything has to be.
 
I'm going to bring back up the ideas brain stormed up in Communitas-

I wouldn't mind seeing an improvement, though. They are by far the most useless GP by a country mile, and every other one has an improvement. No idea what it could be - perhaps a 'colony' improvement on islands that acts as a mini-city, that has a border-range like a culture bomb and gives some yields?

What I'm thinking:

Create Colony - Buildable on Isles - Gives :c5gold: directly to income and national :c5happy:. Has a 1-tile border radius for healing naval units.

This is especially fitting since militaristic Civilizations - the ones that will have loads of Great Admirals - will be in need of happiness.

Always thought naval colonization should be represented as well.

Also-
2 ways to improve repairing other ships- you get to repair once an era or you get a handful of repairs with a cooldown in between. This also doesn't waste the great admiral.

One final ability is you can use him up in a coastal city to create a Naval Academy- gives one level to naval units built there. Its also worth a little production and some science too.
 
I thought a cool ability would be a "create flagship" ability used when the GAd occupies the same tile as a ship, and this unit then gains a combat bonus, an extra movement point and maybe the supply promotion.

Not bad.

I'm more likely to leave a geneal at home than an admiral. Admirals are easier to move about and I rarely deploy overwhelming force, so having insta heal is a big enough incentive for me to lug him around in foreign waters. Even better if I could attach generals and admirals to a unit for ease of management.
 
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