Effective Privateer

Atillla2001

Chieftain
Joined
Dec 7, 2001
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13
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3rd rock from the sun
I changed the Privateer attack value from a 2 to a 3. This works great now! Also it is more realistic since offensively the Pirate ship can change its flags all of a sudden and attack with impunity. I kept the defense at 1 since if its discovered, the discipline on the ship isnt good enough to defend itself.

The Privateer has its golden age up until iron clads start to come into the picture. Nevertheless, Changing the value to a 3 adds to the excitement of the privateer in CivIII.
 
I had a funny experience with a privateer in one game.

I just happened to be sailing by a Greek port when they popped a privateer out onto the seas. So much for anonymous sailing.

Just on a whim, I decided to attack the privateer - to see what would happen. Because the Greeks didn't want anyone to know it was their ship - it did not cause a war when I sunk that puppy.

Of course, that means they can do that to me if I ever build one.

Just co-incidentally, isn't it rather obvious who owns the privateer if I am the only one with the tech to do so?

:crazyeyes
 
Not really. Then the privateer remains too weak to bother building.

Frigates and MOW, and ironclads should increase by a point or two. Privateers by at least two points. If the privateers are too weak to attack warships there is little point in building them.

Since privateers' true purpose, historically, was to attack merchant shipping, not warships, they actually should be weak. But so far we can't do that in Civ 3. But to keep them weak means there is no point to having them in the game.

Try ironclads 7.6.5.; Mow 5.4.; frigates 4.3; privateers 3.2. Submarines 8.4. Also, increase all movement values a few points.
Should work.
 
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