Enhanced Maritime Play

cmoody21

Chieftain
Joined
Jun 15, 2008
Messages
5
One thing I have always wished for in the Civ games was the presence of more maritime gameplay options. As it is, the water acts as more of an obstacle than serve any other function, the resources gathered from it are limited, and the total units that can travel on it are limited as well. I have very little direct modding skills, limited to basic texturing abilities, but can come up with some great mechanics ideas, so I really can't do too much about this on my own. Some of my ideas are:


--More maritime resources
--More maritime units
--Possible maritime structures (platforms, breakwaters, rigs)
--Floating cities (a little far fetched, but a possibility)
--Coastal Engineering (a unit ability to change a plot from coast to sea 'dredging' or to change a sea plot to a land plot 'reclamation')

If anyone has any other ideas, or wants to discuss specifics, go right ahead.
 
I've been trying to play the Portuguese lately because of their +1 trade per sea tile UB. It's fun, but not quite as fun as the Dutch dike (+1 hammer per sea tile UB!)

There's definitely room for improvement, even within the current game.
 
Civilization Revolution has some interesting sea based features in it that I think should be added to Civ4 or 5. Any naval units within one square proximity of a land battle will add Naval Support to that land battle which can really tip the balance. So if you have a battleship next to a city you are attacking it will increase the power of the attacks that you're land units make on that city (as if it was bombarding i guess).

Another cool thing in Civ Rev is that when you build a galley it automatically comes loaded with a unit (Non attacking like an explorer). They make this extra useful by having artifacts that can be found that only exist either in a water square (eg lost city of Atlantis) or only exist on an isolated Island.

All these things make the naval aspect of the game a little more useful and interesting imo. Hopefully the Naval Support feature will be added to future Civ games as it makes total sense and also gives a really useful combat role to your ships other then protecting transports.
 
Well we need more sea resources, theres no doubt about that, at the very least we need salt. I think we should also add kelp and pearls (not the black pearl event either actual pearls). I don't like the idea of floating cities but thats just me, more naval units are a must, there has to be some incentive for building a strong navy.
 
I totally revamped the naval line-up of units in the game, and rebalanced different ships facing each other from different ages.

I added ships to fill-in the huge missing gap of Industrial Age ships... all this is done in the Wolfshanze Mod (found in my sig-line).

Check this out:

Naval Unit Changes/Ages/New Units:
Spoiler :
After Frigates, Ships of the Line and Galleons (Age of Sail):

Age of Steam:
Ironclad Gunboat (12/2... coastal only) - Coal - [Military Science & Steam Power]
Ironclad Cruiser (15/4... ocean going) - Coal - [Steel & Steam Power]
Ironclad Battleship (18/3... ocean going) - Coal - [Steel & Steam Power]
Paddle Steamer (10/4 - 4 cargo capacity) - Coal - [Steam Power]

Pre-Dreadnought Age:
Protected Cruiser (22/5) - Coal - [Combustion & Rifling]
Pre-Dreadnought (26/4) - Coal - [Combustion & Rifling]

Dreadnought Age:
Destroyer Escort (26/6) - Coal/Oil - [Assembly Line, Combustion, Artillery & Physics]
Dreadnought (38/5)* - Coal/Oil - [Assembly Line, Combustion, Artillery & Physics]

Modern Age:
Destroyer (30/8) - Oil - [Industrialism, Combustion & Artillery]
Heavy Cruiser (34/7)** - Oil - [Industrialism, Combustion & Artillery]
Battleship (42/6)*** - Oil - [Industrialism, Combustion & Artillery]

All Naval Ages starting with Pre-Dreadnoughts get a 20% bonus against any previous ages.
======
*10% Bonus against Destroyer Escorts
**10% Bonus against Destroyers
***10% Bonus against Heavy Cruisers and Destroyers

The * bonuses are cumulative with "vs Age" bonuses... so a Modern Battleship would get a 30% bonus when matched against a Dreadnought Age Destroyer Escort.
 
Good Ideas, but I think we need more units for the age of sail, because naval superiority was almost more important then than it is now, and the sheer number of ships then surpasses that of today's fleets.
 
Good Ideas, but I think we need more units for the age of sail, because naval superiority was almost more important then than it is now, and the sheer number of ships then surpasses that of today's fleets.
Jumps in strength from 2 to 4 to 8 already give 100% increments in strength from ship to ship in Civ4... you just can't get those kind of jumps in the modern age... which is why I broke up the modern ages more distinctly to hand-out bonuses... try the system before you doubt it... it works and works well.
 
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