Drakarska
Epic Dadness
Send in the Marines
Semper Fidelis!
Agree with you whole heartedly...

Send in the Marines
Semper Fidelis!
But in later eras, should infantry and tanks be able to build themselves an ocean liner like the Queen Mary out of thin air to cross the ocean!?
Those civilian ocean liners had to be built in cities first.
combined ideas of mine and Sonereal
TRANSPORT CAPACITY
* shore tile has to be connected by sea to any coastal city to perform embarkation on it.
Yeah, but from the military's point of view, they were just ready and waiting. Certainly there is a history of military usurping civilian infrastructure, goods, etc, during times of war.
I like it but I wish that their was a one turn delay to build the ships before embarking. Too often in a late period multi-player game when I have no navy, I've cornered an opponent's unit on a peninsula and am about to kill it and then he embarks and I can't do anything.
I believe this is a common misconception that is biasing many people judgment on embarkment.
The historical truth is that more often than not troop carriers were not specifically-built ships but were makeshit vessels or private ships taken by the military.
I will provide just two examples in very different ages.
- If you read Caesar's books you will see that his legions built makeshift troop carriers themselves and took some private ships too in order to cross both the Rhine and the English Channel.
- During World War 2 the biggest and fastest troop carriers were civilian ocean liners taken by the military, example:
http://en.wikipedia.org/wiki/RMS_Queen_Mary
So I would say 'realism' is actually an argument for embarkment![]()
what bottlenecks do you mean?This is the one part that makes me nervous when it comes to possible implementing because I'm unsure how players would like having to deal with bottlenecks to get an invasion force just to sea.
ships would have some zoc that could be used to make embarkation in enemy's cultural borders possible.The other, very huge, problem is what if units need to get off a hostile island?
In other words, the system works for that purpose, so why fix it?
But it also removes an element of planning that was present in the earlier games. Not good!
You still have to plan your invasion, plan to protect your embarked troops, etc., you just don't have to spend so much time building transports (which aren't the kinds of military ships that can cross oceans anyway).
By the sound of it, units can only leave friendly territory through coastal cities or nearby tiles.what bottlenecks do you mean?