Enhanced Naval Warfare for Vox Populi

Asterix Rage

Warlord
Joined
Jun 6, 2010
Messages
1,585
Enhanced Naval Warfare - version 2.png


Current Version: 2.1

For Vox Populi Version (5-28) minimum
( Version from 2021/05/28 )



DOWNLOAD


_________________________________________________________________ Infixo's ENW Version 2 _________________________________________________________________

New naval units in late-game eras so in each one, there's a complete set of specific units.
Some slight VP base game modifications are made to really enhanced the naval warfare.
All features and new units are perfectly manageable by AI.

________________________________________________________________________________________________________________________


Naval Melee Units
Spoiler In game :
melle.png

Ironclad : Industrialization 55:c5strength: 5:c5moves: 900:c5production: No Bonus Vs City
Destroyer : Radio 70:c5strength: 5:c5moves: 1400:c5production: Anti-submarine I . No Bonus Vs City
Modern Destroyer : Nuclear Fission 80:c5strength: 5:c5moves: 1800:c5production: Anti-submarine I . Intercept :c5rangedstrength:2 . Interceptor I . No Bonus Vs City
Missile Destroyer : Stealth 90:c5strength: 6:c5moves: 2600:c5production: Anti-submarine II . Cargo 3 . Intercept :c5rangedstrength:3 . Interceptor II . No Bonus Vs City
Advanced Destroyer : Particle Physics 100:c5strength: 6:c5moves: 3400:c5production: Anti-submarine II . Can see Submarines . Cargo 4 . Intercept :c5rangedstrength:4 . Interceptor III . No Bonus Vs City

Spoiler 'Can see Submarines' Promotion is reachable easier :
newTree.png

Spoiler Missile Destroyers and Advanced Destroyers in combat are superb :
melee Anim.png


Naval Range Units
Spoiler In game :
range.png

Cruiser : Dynamite 40:c5strength: 55:c5rangedstrength:2 4:c5moves: 900:c5production: Iron -1
Dreadnought : Radio 50:c5strength: 65:c5rangedstrength:2 4:c5moves: 1400:c5production: Iron -1
Battleship : Nuclear Fission 60:c5strength: 75:c5rangedstrength:2i 5:c5moves: 1800:c5production: Iron -1
Missile Cruiser : Lasers 75:c5strength: 80:c5rangedstrength:2i 6:c5moves: 2300:c5production: Iron -1 . Armor Plating I . Cargo 3 . Intercept :c5rangedstrength:3

Spoiler To avoid confusion, Dreadnought I / II / III Promotions are renamed :
hull_45.png

Submarine Units
Spoiler In game :
sub.png

Submarine : Plastics 40:c5strength: 55:c5rangedstrength:1 4:c5moves: 1200:c5production: Aluminim -1
Attack Submarine : Electronics 50:c5strength: 65:c5rangedstrength:1 5:c5moves: 1600:c5production: Aluminium -1 . Cargo 1 . Dive I
Nuclear Submarine : Robotics 50:c5strength: 75:c5rangedstrength:1 6:c5moves: 2250:c5production: Aluminium -1 . Cargo 2 . Extra Sight 1 . Dive II

Spoiler Dive I and II Promotions :
dive.png

Dive I : +10% :c5strength:Defense against Ranged attacks and 10% Withdraw chance
Dive II : +20% :c5strength:Defense against Ranged attacks and 20% Withdraw chance
(Wolfpack III promotion : Withdraw chance reduced to 20%)​

Carrier Units
Spoiler In game :
carrier.png

Carrier : Computers 70:c5strength: 45:c5rangedstrength:2 5:c5moves: 1800:c5production: Oil -1 . Cargo 2 . Air Supremacy I . Intercept :c5rangedstrength:4 . Interceptor I
Supercarrier : Robotics 85:c5strength: 70:c5rangedstrength:2 6:c5moves: 4000:c5production: Limited to 2 per player . Uranium -1 . Can see Submarines . Cargo 5 . Air Supremacy I . Intercept :c5rangedstrength:5 . Interceptor III . Air Recon


Missile Units
Rocket Missile : Rocketry 120:c5rangedstrength:8 400:c5production: Oil -1 . Bonus Vs City (50)
Guided Missile : Advanced Ballistics 180:c5rangedstrength:12 1200:c5production: Oil -1 . Bonus Vs City (50)


________________________________________________________________________________________________________________________


Compatible with:
  • The latest version of Vox Populi
  • All VPmodmods
ENW Version 1.6 is not compatible with the latest version of VP

Credits:

Infixo's Enhanced Naval Warfare for VP Version 2
is the result of ENW 1.6 by @Infixo + many improvements and updates made by @Asterix Rage , @azum4roll, @civplayer33 , @ProCatGamer and @vyyt

Models:
  • Dreadnought, Destroyer (Z-Class) - Danrell
  • Destroyer (Wickes-class) - snafusmith
  • Supercarrier - Wolfdog
  • Attack Submarine, Missile Cruiser - from Gedemon's RED Extended
 
Last edited:
Spoiler Versions History :


Version 2.1, released 2021-03-24
- Cost and/or FaithCost changes:
Ironclad : FC 650 (was FC 820)
Destroyer : C 1400 / FC 880 (was C 1300 / FC 990)
Dreadnought : C 1400 / FC 880 (was C 1350 / FC 820)
Modern Destroyer : C 1800 / FC 1000 (was C 1900 / FC 1160)
Missile Destroyer : C 2600 / FC 1400 (was C 2500 / FC 1340)
Advanced Destroyer : C 3400 / FC 1550 (was C 3000 / FC 1430)
- Missile Destroyer @Tech_STEALTH (was @Tech_LASERS)
- Promotion renamed:
Bonus vs Submarines (33) > Anti-submarine I
Bonus vs Submarines (75) > Anti-submarine II
- Promotion changes:
Anti-submarine I : Attack + 33% . Defense + 25% vs Subs
Anti-submarine II : Attack + 66% . Defense + 50% vs Subs
- Many Civilopedia texts reworked (Many was wrong)
- EVENTS_UNIT_UPGRADES/CustomModOptions set to 1

Version 2.0.02, released 2021-03-05
- Sea Beggar obsolete at Radio (when Destroyer is available)
- Ship of the Line obsolete at Radio (when Dreadnought is available)

Version 2.0.01, released 2021-03-03
VP(3-2)
Modern destroyer moves = 5

Version 2.0
by @Asterix Rage , released 2021-02-20
- Destroyer and Modern Destroyer get 'Bonus Vs Submarines (33)' promotion.
- Missile Destroyer and Advanced Destroyer get 'Bonus Vs Submarines (75)' promotion.
- 'Bonus Vs Submarines (x)' promotion cannot be chosen anymore in the promotions Tree.
- Changes in the Promotions Tree : 'Can see submarines' promotion is moved to tier 2 (Written by @azum4roll )
- Cost of some Units are slightly changed (More linear in the Tech Tree)
- Supercarrier get sun rays in its icon !
- Hull Upgrade I/II/III Promotions are renamed: Hull I/II/III

- ENW is now called Infixo's Enhance Naval Warfare Version 2

Version 1.6.16 by @Asterix Rage , released 2020-10-08
- Modern Destroyer obsoletes at Lasers (was wrongly at Advanced Ballistics)
- Attack Submarines get Dive I Promotion.
- Nuclear Submarines get Dive II Promotion.
- Dive I: +10% Defense Vs Ranged attacks and 10% Withdraw change (Lost with Upgrade)
- Dive II: +20% Defense Vs Ranged attacks and 20% Withdraw change.
- Wolfpack III: +30% Ranged Combat Strength when attacking. 20% chance to withdraw from Melee combat (was 40% chance to withdraw)

Version 1.6.15 by @Asterix Rage, released 2020-09-16
- Advanced Destroyer: Promotion "Can See Submarines" replaced by "Navigator I"

Version 1.6.14 by @Asterix Rage and @azum4roll , released 2020-09-04
- Removed free 'anti-submarine Promotions' from all Naval Melee Units.
- Removed free 'Can see submarine Promotions' from Destroyer, Modern Destroyer, Missile Destroyer and Missile Cruiser.
- 'Bonus vs Submarines (33) Promotion' available @ TECH_PLASTIC (When Submarine is available)
- Naval Melee Units and Submarine are shifted one column to the right:
DESTROYER @ TECH_RADIO (was TECH_COMBUSTION)
MODERN_DESTROYER @ TECH_NUCLEAR_FISSION (was TECH_ROCKETRY)
MISSILE_DESTROYER @ TECH_LASERS (was TECH_ADVANCED_BALLISTICS)
ADVANCED_DESTROYER @ TECH_PARTICLE_PHYSICS (was TECH_NANOTECHNOLOGY)
SUBMARINE @ TECH_PLASTICS (was TECH_ELECTRICITY)
ATTACK_SUBMARINE @ TECH_ELECTRONICS (was TECH_PENICILIN)​
- Removed free 'Withdraw Before Melee Promotion' from all Submarines. Replaced by the new 'Dive Promotion"
- 'Light Cover Promotion' is replaced by 'Dive Promotion': +15% Defense against Ranged attacks and 20% Withdraw change.
- Removed free 'Logistics Promotions' from Missile Cruiser.
- ROCKET_MISSILE Does not use Military Supply anymore.
- Better Unit Icon to the Cruiser (Icon from Janboruta)
- 'Dreadnought' Promotions are renamed: Hull Upgrade I/II/III
- Bonus vs Submarines (33)
Attack +33% and Defense +33% (was Attack +66% and Defense +33%)​
- Bonus vs Submarines (75)
Attack +75% and Defense +75% (was Attack +150% and Defense +33%)​
Version 1.6.13 by @Asterix Rage , released 2020-04-30
- Attack Sub obsolete @Robotics
- Some typos

Version 1.6.12.1 by @Asterix Rage , released 2020-02-05
- Missile Cruiser Civilopedia description.
- "Can carry 1 cargo" Promotion is now lost with upgrade.
- Strategic View Flag Icons entirely reworked (Looks good now)
- New and final Flag Icon for the new Advanced Destroyer

Version 1.6.11 by @Asterix Rage , released 2020-02-04
- SV Flag icons display ( was blank )
- Dreadnought is now obsolete at Nuclear Fission Tech ( when Battleship is available )
- Missile Cruiser Civilopedia description. Reported by @BliTTzZ
- Modern Destroyer: Loses "Withdraw before melee" Promotion.
"Bonus Vs Submarine (33)" Promotion is now lost with upgrade.​
- Attack Submarine: Gets "Withdraw before melee" Promotion ( like Nuclear submarine )
- Nuclear Submarine: Gets "Light Cover" promotion ( +15 defence against range attack )
- Beautiful Missile Cruiser reskin made by @vyyt
- Advanced Destroyers at Nanotechnology Tech.
- A new file "ENW_OPTIONS.sql" allows to change easily the Strategic Resources consumed by endgame Naval Units.

Version 1.6.10 by @Asterix Rage , released 2020-01-14
- Missile Destroyer is now available at Advanced Ballistics Tech. (Was Lasers)
- Missile Cruiser is now available at Lasers Tech. (Was Advanced Ballistics)

Version 1.6.09 by @Asterix Rage , released 2019-12-06
- Battleship and Missile Cruiser: Require Iron only
- Supercarrier: Air Intercept Range 5 (was 6)
Promotion Interception 1, 2, 3 (Interception 4 dropped)​

Version 1.6.08 by @Asterix Rage , released 2019-11-14
- Missile Destroyer: No ressource required
- Missile Cruiser: Oil and Iron required (Because Battleship does)
Combat 75 / Ranged Combat 80 (was 70/75)
Drop all Promotions about Air Interception and submarine. Armor Plating I and Logistics instead
Air Strike Defence: 35 (was less)​
- Attack Submarine: Air Strike Defence: 10 (was 5)
- Nuclear Submarine: Aluminum required (was Uranium. AI didn't build them)
Air Strike Defence: 15 (was 10)​
- Unit_Flavors and Unit_AITypes setting adjusted to be more "VP like"
- Many text changes
- All Unit models rescaled

Version 1.6.07 by @Asterix Rage , released 2019-11-02
- (Early) Destroyer does not require Iron
- Battleship requires Iron

Version 1.6.06 by @Asterix Rage , released 2019-09-19
- Submarines require Aluminum (was Oil)

Version 1.6.05 by @Asterix Rage , released 2019-09-10
- Range Attack change for Dreadnought and Missile Cruiser according the recent change in VP(9-9)

Version 1.6.04 by @Asterix Rage , released 2019-09-05
- Ironclad : Delete 'Double Movement in Coast' Promo . Add 'Bonus Vs City (33)' Promo
- Modern Destroyer : Combat: 80 instead 70 . Add 'Withdraw Before Melee' Promo
- Missile Cruiser : Add 'May not melee attack' PromoRocket Missile : Combat: 120 instead 100
- Guided Missile : Combat: 180 instead 200
- Nuclear Submarine : Required Ressources: Uranium instead Aluminium . Add 'Withdraw
- Before Melee' Promo
- Attack Submarine : Never obsolete

Version 1.7 (shoud be 1.6.01!) by @ProCatGamer , released 2019-09-02
- Added 33% city combat bonus for destroyer onwards
- Added 2 range and only attack coastal tile for Super Carrier (missed it last time)
- Modified combat and ranged combat power to fit with Gazebo changes
- Unit (Combat/Ranged Combat) ⇢ (New combat/Ranged Combat)
- Cruiser (35/55) ⇢ (40/60)
- Dreadnought (40/60) ⇢ (50/70)
- Battleship (50/70) ⇢ (60/80)
- Missile Cruiser (60/80) ⇢ (70/90)
- Ironclad (55/-) ⇢ (60/-)
- Destroyer (60/-) ⇢ (70/-)
- Modern Destroyer (70/-) ⇢ (80/-)
- Missile Destroyer (80/-) ⇢ (90/-)
- Sub (30/45) ⇢ (40/55)
- Atk Sub (40/55) ⇢ (50/65)
- NSub (50/65) ⇢ (60/75)
- Carrier (50/45) ⇢ (70/55)
- S.Carrier (65/60) ⇢ (85/70)

Original Version by @Infixo :


Version 1.6, 2018-11-19
- Changed: Dreadnought and Missile Cruiser have Range 2 back again. Removed an obsolete promotion.
- Added: A Lua script that prevents Carriers to be upgraded into Supercarriers if the player has reached the limit. Warning! It will start working with the next version of VP as it requires a bugfix in the core DLL.
- Fixed: Description for Supercarrier.
- Changed: There are 4 new icons, courtesy of Asterix Rage.

Version 1.5, released 2018-01-28
- Fixed: Polynesian UA

Version 1.4, released 2018-01-23
- Compatibility with Vox Populi 1-21
- Dreadnought and Missile Cruiser start with Range promotion

Version 1.3, released 2018-01-04
- Compatibility with Vox Populi 1-3
- Added Extra Maintenance Costs for Information Era units:
- Missile Destroyer, Missile Cruiser and Nuclear Submarine are approx. 3x as costly as a standard unit,
- Supercarrier approx. 10x.
 
Last edited:
Version 1.6 posted 2018-11-19 - Range 2 back again

Download from CivFanatics
Download from Steam

New naval units in late-game eras so in each one there's a complete set of specific units (no gaps):
  • Dreadnought - Modern Era, naval ranged.
  • (early) Destroyer - Modern Era, naval melee.
  • Attack Submarine - Atomic Era, submarines.
  • Missile Destroyer - Information Era, naval melee.
  • Supercarrier - Information Era, carriers.
Additionaly:
  • Rocket Missile - Atomic Era, missile.
Spoiler Unit models :
ENW units pic1.jpg


The complete unit lines:
  • Ironclad -> Destroyer -> Modern Destroyer (original Destroyer) -> Missile Destroyer
  • Cruiser -> Dreadnought -> Battleship -> Missile Cruiser (it is ranged back again)
  • Submarine (available earlier, but weaker) -> Attack Submarine -> Nuclear Submarine
  • Carrier -> Supercarrier
  • Rocket Missile -> Guided Missile
Spoiler Unit parameters :
ENW units stats.jpg


Credits

Models:
  • Dreadnought, Destroyer (Z-Class) - Danrell
  • Destroyer (Wickes-class) - snafusmith
  • Supercarrier - Wolfdog
  • Attack Submarine, Missile Cruiser - from Gedemon's RED Extended
Icons:
  • Attack Submarine, Destroyer, Rocket Missile, Supercarrier - @Asterix Rage
  • Dreadnought, Missile Cruiser - Gedemon's RED Extended (by Urzahil, Hulfgar)
  • Supercarrier's Flag - Rapunzel's Nimitz-Class Supercarrier
 
Last edited:
Version 1.6, released 2018-11-19
- Changed: Dreadnought and Missile Cruiser have Range 2 back again. Removed an obsolete promotion.
- Added: A Lua script that prevents Carriers to be upgraded into Supercarriers if the player has reached the limit. Warning! It will start working with the next version of VP as it requires a bugfix in the core DLL.
- Fixed: Description for Supercarrier.
- Changed: There are 4 new icons, courtesy of Asterix Rage.

Version 1.5, released 2018-01-28
- Fixed: Polynesian UA

Version 1.4, released 2018-01-23
- Compatibility with Vox Populi 1-21
- Dreadnought and Missile Cruiser start with Range promotion

Version 1.3, released 2018-01-04
- Compatibility with Vox Populi 1-3
- Added Extra Maintenance Costs for Information Era units:
- Missile Destroyer, Missile Cruiser and Nuclear Submarine are approx. 3x as costly as a standard unit,
- Supercarrier approx. 10x.
 
Last edited:
@Asterix Rage Thx :) I am going to put more details into first post soon.
Actually, the thing with airplanes is that I dont see why fighters and bombers were made practically the same. Bombers were always long-range, more powerful planes, that is why I increased the range. And cost ofc.
However keep in mind that It is not the main goal of the mod, so if people won’t like, i will remove those tweaks.
 
Thank you for the great job you've done. This Modmod bring to VP the decent naval force it needed.

First thought but not fully tested :

--- Carrier ---
- Combat 60 (same as Supercarrier!) Sound too much. 45 or 50 instead ?
- Civilopedia strategy text says "automatically attack any air unit within 4 tiles". 2 or 3 tiles should be enough for a WWI carrier

--- Supercarrier ---
- Range 2. I like the fact than carrier and supercarrier get Ranged Combat. Nice to get XP. However, Range 1 seem enough for this kind of unit.
- Carries up to 10 aircrafts. What? I know a Nimitz-class in real life carries a very large number of aircrafts but Civ is not RL. Let's say 5 ?
- Civilopedia strategy text says nothing about interception range. 4 tiles ?

- On both carrier and Supercarrier, Civilopedia strategy text says "...the Carrier/Supercarrier is weak and should be escorted...". Doesn't look so weak to me

--- Missile Cruiser ---
- Range 3. I believe that any Naval unit with a "Can move after attacking" promotion must get range 2 maximum.
- Carries 6 missiles. That's a lot. 4 instead ?
- Combat 50. Why not 55 or 60 ? (Can't be less than a Carrier)
- "Bonus vs Submarines (75)" promotion. I don't know what to think about that. We have already a Missile Destroyer to deal with Subs.

--- Cruise Missile ---
- Civilopedia strategy and History Info text call it "Guided Missile
- Civilopedia strategy text says "Range of 6".

- Because of the ranges and the "Bonus vs Cities (50)" promotion, Rocket and Cruise Missiles look OP. However, I used to disable Nuclear weapons, so I'm very happy with the current figures.

--- Zero ---
- Fighter is now a Ranged Combat 60 unit. The Zero remain at 70, same as the Jet Fighter ?

I really like the the graphic and art components you put in this mod. Nothing is missing. The very new rocket animation from ship is gorgeous.

@Asterix Rage ...
Actually, the thing with airplanes is that ... if people won’t like, i will remove those tweaks.

Like
 
Last edited:
Great comments, thanks!
One thing to remember - as with VP-EE, I tried to minimize the changes to original VP units. And except for Missile Cruiser and airplane tweaks, all original units have the same parameters, actually.

-- Generic things
I've missed that change in naval units where 3-tile ranged units where abandoned and move after attack was introduced. So, is it like a rule that no more 3-tile ranged units in game?

-- Carrier
Original VP, not changed. But truth to be told - I also think that it is a bit too strong, I would make it 40-45. Air intercept - I assume 4 represents the idea that not only guns, but also planes on the carrier also provide protection. Without that I agree that it should be 2-3.

-- Supercarrier
Yeah... I wanted it to be THE badass unit. The pinnacle of naval units. It has some limitations however: max 3 instances per player and you need Uranium to build it. Also, it incurs additional per turn cost (50 gold). So, power comes with price.
You can have 4 planes on a normal Carrier with promotions, so 5 for a Supercarrier is not impressive. You have 8 on start, +2 with promotions. I may nerf it to 6+2 if others will point it out as well.
Air intercept is 5.
I will change Range to 1.
"Weak" - haha, Nimitz is certainly not weak... I assume weak means melee strength. 60 - probably 2 shots from nuclear sub and you are dead...

-- Missile Cruiser
All modern ships have anti-sub systems. But yeah, from gameplay perspective, the Destroyer line is supposed to fight subs. I may nerf the Bonus to Anti-Sub I instead of Anti-Sub II?
Range 3 - see my "generic" comment - I will change it to 2.
Missiles - the Cruiser is the designated ship to carry them... idk, same as Supercarrier - let's wait for other comments.
Stregth - well, all ranged naval units have ~2/3 strength of their melee counterparts. In INF era it is 80, so it should be ~53, yeah maybe 55 is better. Carrier is somewhere between melee and ranged, so maybe Supercarrier should be 65-70.

-- Cruise Missile
I will change it back to Guided Missile, don't want to mess with original Civ texts. Range 6? Didn't notice, will check.
Both missiles need Oil to be created, plus Cities got 500+ HP from sea buildings, so I dont know if they are really op. Must be tested in-game.

-- Zero
My mistake, should be 65.

And yes - missile ships finally fire rockets not guns :) I am really pleased with that new animations :)
I found the models in mods and CivFanatics libraries, actually. I am good at programming, but not graphics.
 
I love naval warfare and this looks great, will give it a try soon. Thanks for the work!
 
Infixo. What abou to give Russia,France,USA,India,UK,China unique Aircraftcarrier? :D After all. They have their own class. Others get the usual carriers :D
 
Infixo. What abou to give Russia,France,USA,India,UK,China unique Aircraftcarrier? :D After all. They have their own class. Others get the usual carriers :D
Great idea, but not in scope of this mod. There is work going on 3rd & 4th Unique Components - maybe suggest this idea over there? BTW, there are models available to use for various country-specific carriers (and other ships as well).
 
Nice move with this new release v1.1 (Download from Steam is v1 when download from Cicfanatics is v1.1. Both are same)

I deleted the reply about aircrafts changes you made in v1. Not relevant anymore since v1.1
I keep this part anyway. When fully tested, I'll post a new thread on CPP. If a change must be done, it should be made by Gazebo.

More comments to come...
 
@Asterix Rage Yes, Steam and CivFanatics have the same version, and it is 1.1. On Steam you just dont see zip files, only mod which loads as Version 1 in the game.
I played domination with the mod to see how things are, hence the changes. AI uses all new units normally.
Waiting for more comments :)

As for airplanes... well, they are quite strongly diversified by promotions. I didn't know earlier that Bombers basically have to take anti-city promos (have not played VP for few months). I still feel that maybe little 1-tile difference in Range would be ok, but decided to focus the mod on Naval warfare and not meddle with airfare for the time being.
 
Wow wow wow!!! I noticed you have returned, so I wanted to ask you about the promising enhanced naval project you had once mentioned in the EE thread, only to find out you have already launched it!!! I am so looking forward to try this out once I have some free time, thank you!

I was actually thinking that maybe a new ship class starting by the dreadnought times or maybe even a bit earlier would be nice - it had been discussed a little when Gazebo made the big changes in naval units. In WWII terms, a melee destroyer, a cruiser with a moderate 2 range and move after firing and a new battleship with a strong 3 range, slower movement, no move after attack and a resource requirement.

What do you think, would it be doable and a good idea?
 
@vyyt Try it out and give me some comments. Quite a lot of people subscribed on Steam, but not many comments. I dont know if the mod is so good or so bad :D

3rd type is actually introduced in VP - ranged ships that move after attacking. Long-range battleships, that stay in place, well that was always in the game :) So, yes, all those options are doable.
I’m having doubts about AI however. AI uses new hit&run ranged ships but that is all. More ship types and they could get lost again. What did G say about? Can he program AI to use such capabilities?
Second doubt is that if you introduce a new ship type so late in game, you wont have time to develop it. I mean with promos. I like to upgrade my units and stack promos :)
 
On second thought... we actually already have 3 lines of ships, maybe we should just differentiate more.
1. Melee naval - obvious
2. Ranged naval - I would go back to long-range, static ships with Dreadnought or even Cruiser.
3. Ranged naval that can move after attacking - submarines! They proudly continue piratey hit&run style. Plus they are freaking invisible. But AI kind of underutilize them, imo.
Maybe 1 or 2 ships in mid-game could be hit&run but also slowly introduce those powerful but slow ones, e.g. Ship of the Line is a good candidate for that. This could really work well with EE since there are already new ships available.
 
Currently my endless marathon game tell me a couple of things :

- Because Destroyer is at combustion, Modern Destroyer should be at Electronics (to separate them a little bit more)
- Because Attack and Nuclear Sub are bloody powerfull, I suggest -1 mov
- Because Great Admirals are spending their time running after Combat Unit, I suggest +1 or +2 move at Electronics or Computer
- Because all the advanced Naval Units need Aluminium or Uranium, a decent littoral Unit using Coal should be welcome for the weakers opponents. (Range combat allowed from inside city)
- I'm still not convince about the Sub bonus on Cruise missile. (Gameplay matter. The Destroyer and sub should remain the Sub counter-attackers)
- "Enhanced Naval Warfare" you said? It would make sense to include a expensive Naval Academy giving 20 or 25 XP
 
Top Bottom