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End of Escorts and Transports?

Discussion in 'Civ5 - General Discussions' started by MethanalCHO, Mar 11, 2010.

  1. Rusty Edge

    Rusty Edge Deity

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    I'm seriously concerned about the naval implications of one unit/tile approach, particularly for aircraft carriers, but if I were a game designer faced with such a constraint, I'd approach it this way:

    1) a harbor/seaport would be a tile improvement within the city radius, something like our present fort, but it would have the effects of a harbor city improvement. Rome wasn't built on the coast, but it had a port to serve it. This would allow units to embark without disrupting the city garrison. Same with airports.

    2)I'd replace workboats, galleys, transports, etc. with a unit called a " merchant marine"- the seagoing equivalent of a worker. The merchant marine would serve as a military transport, and could be closely escorted. In peacetime it could be used to work sea tiles, But rather than build a net, it could run for port when enemies or barbs approach. I'd also allow them to work explored tiles outside my territory, to simulate whaling, and diplomatic issues over fishing rights. I'd also allow them to automate as an additional trade route between two particular cities, providing both extra commerce, and a capture/pillage opportunity for privateers.

    This way it would still be possible to conduct amphibious assaults and to drown an enemy army rather than burry it.
     
  2. AlpsStranger

    AlpsStranger Jump jump on the tiger!

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    I am virtually certain this will be the case.
     
  3. chongli

    chongli Prince

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    There is no reason to restrict transports and carriers to one unit. Why? Because when you attack the transport/carrier the units on board are helpless. In effect, they do not cause any sort of "stack of doom" problem, they are merely passengers that will die if the transport/carrier is sunk.
     
  4. BSmith1068

    BSmith1068 Deity Retired Moderator

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    Make sure you take out the barbarian before sending out your settler?

    Every indication has been that combat is going to be much more tactical. We will have to actively defend our weak units (like settlers, transports, etc.) instead of the passive defense we are all used to.

    In previous versions of Civ all we needed to do is stack a strong unit on top of the weak unit and could then “wait” for a threat to attack our stack and automatically engage the stronger unit.

    Now, we will have to be much more active in our defense. We will have to have our defending units out in front screening the way for our weak units to follow. We will have to watch for gaps in our defense and attacks from different directions. No longer will we just be able to sit on our valuable weak units to protect them.

    This goes for both land and naval scenarios. How many times in history has a submarine slipped by defending ships and attacked transports? This will now be possible in the game with this new combat system.

    All of this is good in my opinion.
     
  5. AlpsStranger

    AlpsStranger Jump jump on the tiger!

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    But... but... the scale is wrong :mad:
     
  6. BSmith1068

    BSmith1068 Deity Retired Moderator

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    If that is all that is left to argue, then my job here is done.

    :p
     
  7. KrikkitTwo

    KrikkitTwo Immortal

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    Actually, they might go along with Civ Rev and allow ALL sea units to transport (although in this case they would probably transport only 1 land unit each)
    so you don't build the "Transport" instead ou build the "escort"

    So I put my most valuable Land unit on my Battleship, and my other ones on Destroyers

    The other option is "Transported" units are considered Land units.. but can move on the water

    They did say 1 from each domain (Land Sea and Air)

    so A single ocean tile could have

    1 "Land" unit... Infantry (Str 20, Str 2 on Water).... with the "Modern Transport" tech that gives x5 str defending on the water for a Str of 10 if defending

    1 sea unit ... Carrier (str 30)

    1 air unit.... Fighter-Bomber (Str 50)

    1 civilian unit...Settler
     
  8. BSmith1068

    BSmith1068 Deity Retired Moderator

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    Just out of curiosity – what makes a settler different from a warrior in terms of being a land unit? My impression is that a land unit is a land unit is a land unit. It shouldn’t matter what type of unit it is – you only get one per hex. (meaning you can’t put a warrior and a settler in the same hex).

    Are there any reports out there that I may have missed that indicate otherwise?
     
  9. mjs0

    mjs0 The 4th X

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    There are several reliable sources that have stated there will be multiple types of units, I believe the three most mentioned are military, civilian and air. The limit is one per type...so a military unit and civilian unit (e.g. settler) can occupy the same tile.
     
  10. BSmith1068

    BSmith1068 Deity Retired Moderator

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    Multiple types of units makes sense. The three easy ones are land, sea and air. The distinction between military and civilian is what I am questioning. Is there any specific reference to this distinction?
     
  11. mjs0

    mjs0 The 4th X

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    From page 3 of the eurogamer interview with Jon Shafer

     
  12. timtofly

    timtofly One Day

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    The one unit tile is more for "strategic battles" thus military units. Normally you do not fight with a settler, but you do want to protect him, when he does "whatever they are going to to do?"
     
  13. mrt144

    mrt144 Deity

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    Thats a stupid idea. How often is the optimal to transport city to city?
     
  14. BSmith1068

    BSmith1068 Deity Retired Moderator

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    Cool. Thanks @mjs0
     
  15. mrt144

    mrt144 Deity

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    Cue the "It doesnt feel epic enough!" wailing.
     
  16. tom2050

    tom2050 Deity

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    That would be stupid in an ocean... protect a transport with a destroyer in front of it, that leaves 5 open hexes a sub can sink the transport from.

    Transports will probably be considered non-military units, so they can be escorted by another ship.
     

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