black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,098
(On the ai, i've started to merge parts of MNAI, though not the naval part yet, but i'll get there )
I'd still prefer all ships to have a strait upgrade path instead of terminating roughly. Like, imagine if the swordsman didn't upgrade and you had to build new champions. You'd just hold out for champions.If ships play a limited role in the mod, it's also because of the map types. If the standard map type was Archipelago instead of ErebusContinent or WorldofErebus, ships would already be much more useful. Another thing deterring players from building ships is sea serpents, but tweaking their acid spit will make them easier to manage already. Also, if some ships have better abilities (more useful trade ships, ships able to raid coastal tiles, etc.) it will be an incentive to build more ships, making the relative lack of upgrade paths less problematic.
Speaking of gunpowder and boats. Given how most boats come in before gunpowder I'd say that we might want to consider refluffing those ships to use magic attacks instead. The historical shift from galleys with boarders and archers to ships with cannon might instead be one from ships with archers to ships with mages on board throwing fireballs and lightning at one another only to eventually end up using cannon in the very late game because it's cheaper than training a mage. I've been doing a lot of civ specific boat art lately. And I could definitively have a go at designing units that fit this role visually. And I feel this is a fluff angle that might be very interesting to expand upon.I agree with PPQ_Purple concerning the tech requirements, Alchemy, Mercantilism (consider Currency instead) and Blasting Powder (and the gunpowder resource) are too late-game for tier 3 ships. I find it interesting to de-link a few naval units (notably the Galleass) from the naval tech line, so that you have different naval units available around the same time, but from different tech branches. For the galleass, you could for example require Boat Building (I suppose this tech is aimed at replacing Sailing) and Smelting, plus optionally a Siege workshop.
Personally I have no issues with iron being a requirement for better ships as it is a good mid game benchmark.@azatote: Where there is currently a resource dependency like iron or gunpowder in the original game, I am reluctant to dispense with it entirely because the original reasoning may still stand and there's no reason to change it. For instance galleons need something more than just optics which comes rather early. Sometimes ships only need the technology like iron working or blasting powder, other times the actual developed resource - which I think jives with what PPQ_Purple is suggesting is the difference between early development and widespread adoption or innovation. Having said that; reintroducing sailing and related materials as a mid game requirement may be too restrictive, but the purpose as you can guess is to space development out so that these classes don't become so quickly obsolescent. So more work on that.
Galleys can already get pretty decent as transports though. You have a set of promotions that give you +1 cargo that you can take right off the bat. And you also have the free crew promotions. So they end up being +4 relatively quickly. I am not sure making that a +5 would be an improvement balance vise. But I am not sure it would not either.Galley - goes up slightly in cost but can hold 3 units, making them more useful in early game.
This makes sense.Trireme - they lose their base cargo ability but gain 1 movement, so they can actually get somewhere or keep up with galleys. They are also tougher in battle. (Triremes were known to average almost 10 knots in a day on calm seas) They can use the free options to gain 1 cargo, or rely on galleys.
The whole idea of trade ships strikes me as a really cheap way to stamp out infinite gold. Making them suicide units at the very least makes it an investment comparable to building wealth in your cities. Without that I feel they would be very much OP.Trader - becomes an early coastal unit that doesn't require currency, allowing earlier trade missions.
Merchantman - later ocean trading vessels need not be slower than a galleon. It becomes a little more expensive than the existing trade ship.
Note: I had an idea about making neither of the trading ships sacrificial. If the purpose is more trading missions we could allow them 2, or permit them to explore rival territory without open borders. Even if only 4 of each can be built in total that allows 8 or more trade missions.
No particular issue with this.Galleon - base unit loses 1 movement but gains one cargo, enhancing their specialty. Galleons weren't that fast.
I don't really see why the QOTL would be more expensive than it is. I don't really see what an increased price contributes other than making them even less attractive to build than they already are. At what point is it better to just build more galleons?Queen of the Line - increased cargo capacity over galleon with no sacrifice in speed. Slightly more expensive than original.
Here is a suggestion. The caravel is the recon ship. So why not simply give it the same bonuses scouts and explorers get vs wildlife? That would make them no better at fighting other ships than they are now but would much enhance their role as scouts by allowing them to navigate dangerous seas.Caravel - early ocean exploration. Instead of 35% attack withdrawal give it a defense withdrawal to increase survivability vs stygian guard, privateer and the like.
One note about the carrack as it is now. I don't ever use it. Literally newer. There is simply not a single reason to build them when they come so close in the timeline to Frigates which are better in every way. So these might require reimagining.Carrack - more or less identical to original. Not fast but should be able to stand up to most sea monsters and provide early fire and siege support.
So basically it would be a superior combat unit to the carrack but lacking the ability to travel on the ocean?Galleass - coast control vessel, where most battles will be fought in their era. Like the trireme they have head on attack with the ram plus early ranged weapons in the bow or stern. With 1 first strike and the coastal defense bonus, or collateral damage on attack (Greek Fire or the like) they can negate a carrack, which at most can neutralize that advantage by initiating ranged combat first, at the expense of an actual attack. Consider what a few galleasses might do to unsuspecting carracks.
Honestly I think that the way you are going the trio of Carrack, Galleas and Privateer should come at the same tech level. One is your defensive and bombardment ship, your archer if you will. The other is your attack ship. And the last is your raider. So I say bring them all on at the same time and make for some rock-paper-scissors action.Privateer - gains one base strength at the expense of cargo, or adapt it with the free upgrades. I agree we need a different requirement than the civic mercantilism or slavery, but you get the idea; we need more than just optics I think.
Have you considered simply letting privateers upgrade to frigates and giving frigates a spell that lets them assume and reject hidden nationality at will? FFH does that with the Lanun hero unit. And it would be a good way of keeping privateering alive later into the game without having to saddle it with another specialized ship class that's only going to be a frigate equivalent anyway.Commerce Raider - a specialized frigate with hidden nationality. Upgrade of a privateer for that role in the age of fighting sail when they become pretty useless.
Honestly I feel this role is too niche and better filled by the galleas. Because I don't really see a way that you can make it work without it displacing on of the other naval units in their roles. Especially so since ships in general are a somewhat rare but large investment so you want to keep the number of types and their role limited to avoid any one falling by the wayside. And strengthening the galeass would give it more use and make it more competitive.Sloop - inexpensive sea patrol vessel, with an advantage over all hidden nationality ships. They can also be employed as automated to intercept barbarian ships and protect improvements, saving your attention on higher value ships for bigger operations.
Ideally I feel the manowar should be your battleship whose job is primarily to be big, scary and imposing so as to force your opponent into a see battle on your terms. So its roles should be stuff like escorting QOTL invasion fleets and other stuff your enemy has to attack. So it should have to keep up with those, but not necessarily chase down frigates.Man of War - I increase movement at the expense of 1 strength in base model. As in QOTL; late fleets should be able to move at 4 in their optimal configurations. Reach allows more naval interaction and opportunities even the AI can take advantage of.
Honestly I would do something completely different with the arcane barge. I would make it into a mage on the seas. As in low combat stats, speed that's good enough to keep up with frigates and a proper repertoire of learnable spells to make it act as a proper fleet support unit. So not just the generic ones it has now but stuff like summoning seaArcane Barge - maybe increase base strength by 1, and reduce speed to match other late ships. They don't need to be the fastest when they should be traveling in a group with other powerful ships.
Yes.Hi everyone, i just signed up on this forum for thanking the devs of this amazing mod... Now while i'm here i have to ask a question: the Techpriest UU of mechanos are a replacement for both disciple and magic line that mechanos cannot build right?
yes iron and gunpowder are strategic resources for their era that are fairly plentiful, and land units have similar dependencies. Should there be also something for sailing? cotton, silk, flax, wool, hemp, razorweed ? I suggest it only as a requirement to go with optics in the mid tier ocean types; or we add sailing as a mid game tech.Personally I have no issues with iron being a requirement for better ships as it is a good mid game benchmark.
That is true though that one promotion may be all they get other than the free crew choices. It would be nice to have that capacity without compromising speed or protection. It justifies raising the cost by 15 to equal trireme, provisioning a larger party. Though that is also a risk, it enables doing something early when opportunities are limited. So I don't think it's too unreasonable to balance, if this is the max. Some of the UUs will have lower capacity but wider range. So we can work with it, it may encourage earlier naval expeditions by our AI rivals.Galleys can already get pretty decent as transports though. You have a set of promotions that give you +1 cargo that you can take right off the bat. And you also have the free crew promotions. So they end up being +4 relatively quickly. I am not sure making that a +5 would be an improvement balance vise. But I am not sure it would not either.
I see your point to keep them simple, though they are not all that cheap. I have a concern about allied cities becoming factories churning out traders when you need open borders. So set em adrift exploring rival territory till a monster, barbarian or privateer wipes them out. They'll soon disappear, and you gain something useful, and in a pinch they make a small transport. With two classes of trader there's plenty of gold to be had. And you can always just kill them whenever you want...but I suppose the AI can'tThe whole idea of trade ships strikes me as a really cheap way to stamp out infinite gold. Making them suicide units at the very least makes it an investment comparable to building wealth in your cities. Without that I feel they would be very much OP.
I should have clarified: I made it only 25 more expensive because I raised the speed to 4, same as the proposed galleon, without any compromise. But if you still think they are a poor investment, I had initially put the base cargo at 7 too, and with their greater protection and equal speed that is a far more capable ship than the galleon and you don't need as many. So I echo your sentiment about proportional cost/benefit ratios.I don't really see why the QOTL would be more expensive than it is. I don't really see what an increased price contributes other than making them even less attractive to build than they already are. At what point is it better to just build more galleons?
In fact I had already identified some UUs as starting with the animal/beast promotion, but it can be earned easily by the others. The defensive withdrawal is a more versatile survival mechanism closer to the original, and it can't be earned. I just don't see caravels functioning well as attackers in general.Here is a suggestion. The caravel is the recon ship. So why not simply give it the same bonuses scouts and explorers get vs wildlife? That would make them no better at fighting other ships than they are now but would much enhance their role as scouts by allowing them to navigate dangerous seas.
But you may forget, frigates are a longer wait now with dependence on mixed sail and shipyards in my system. That is the mechanism that enables mid tier units to flourish, frigates simply come TOO early to have any fun with the existing mid tier ships. And the carrack is not a dead end, if it upgrades to man of war. The most appropriate path in my opinion.One note about the carrack as it is now. I don't ever use it. Literally newer. There is simply not a single reason to build them when they come so close in the timeline to Frigates which are better in every way. So these might require reimagining.
But the galleass is a strong enough ship to be useful in its era and that's all that matters right? Giving a coastal ship a bonus against ocean going privateers isn't that useful, and thats the role for the sloop with a bit of range.So basically it would be a superior combat unit to the carrack but lacking the ability to travel on the ocean?
That might work, but it will make them a very niche unit that's mostly useless unless you are fighting on a map with a lot of coastal action but extremely useful if you are. So you might just want to consider maximizing their optimization for that role by doing things like for example giving them bonuses vs privateers or something to let them be useful further down into the game.
They do indeed come at similar timelines, but the caravel is currently the third in that tech range. The galleass is definitely on a different tech dependency, and I would say siege workshop like carrack or something akin to alchemy.Honestly I think that the way you are going the trio of Carrack, Galleas and Privateer should come at the same tech level. One is your defensive and bombardment ship, your archer if you will. The other is your attack ship. And the last is your raider. So I say bring them all on at the same time and make for some rock-paper-scissors action.
That is indeed what I initially thought of, and it may make the hidden nationality more convincing. I'm in general agreement but the advantages inherent in a commerce raider should come at a certain price, and there were relevant comments about making them just slightly less powerful than a frigate in raw strength, perhaps retaining a 20% withdrawal.Have you considered simply letting privateers upgrade to frigates and giving frigates a spell that lets them assume and reject hidden nationality at will? FFH does that with the Lanun hero unit. And it would be a good way of keeping privateering alive later into the game without having to saddle it with another specialized ship class that's only going to be a frigate equivalent anyway.
The galleass is slow and obsolete though by this point. As per my note above, the sloop is an end state with ocean reach, a lot easier to patrol an area - and I don't see a galleass intercepting an upgraded commerce raider. The sloop is a reasonable upgrade path for a modest caravel that isn't likely to gain huge experience. The intended result, is to justify the few additional classes I have suggested. I want to enrich the naval game if it can work well and makes sense.Honestly I feel this role is too niche and better filled by the galleas. Because I don't really see a way that you can make it work without it displacing on of the other naval units in their roles. Especially so since ships in general are a somewhat rare but large investment so you want to keep the number of types and their role limited to avoid any one falling by the wayside. And strengthening the galeass would give it more use and make it more competitive.
They are quite powerful and imposing as it is, but they don't have to be slower than fully laden transports. Giving the big ships a uniform speed of 4 doesn't make them frigate chasers, and all ships can access the free crew promotions. I would just like 4 as the base speed for the late ships, as it comes with improved sail and hull designIdeally I feel the manowar should be your battleship whose job is primarily to be big, scary and imposing so as to force your opponent into a see battle on your terms. So its roles should be stuff like escorting QOTL invasion fleets and other stuff your enemy has to attack. So it should have to keep up with those, but not necessarily chase down frigates.
This and many of your other ideas are interesting - can they be variations on the basic theme as UUs for some of the navies. I've just begun to anticipate some of the cool possibilities and with you and @azatote we can really flesh this out.Honestly I would do something completely different with the arcane barge. I would make it into a mage on the seas. As in low combat stats, speed that's good enough to keep up with frigates and a proper repertoire of learnable spells to make it act as a proper fleet support unit. So not just the generic ones it has now but stuff like summoning sea
I also thought of that - it is cool. I was going to suggest marksman for the Svartalfvar equivalent.Also I would give privateers the ability to snipe so as to make them assassins of the seas in the late game.
Again lots of room for customizing - there is actually no gunpowder dependency in the mid tier though it is implied.Also, I would consider refluffing some of the gunpowder weapons on early-mid game ships into magic ones by virtue of me making ships with magic spell effects instead of the cannon fire.
Honestly I don't understand why you'd want to take stuff to an external discussion method when we have this forum.
From my perspective it's just another mouth to feed, so to say. As in just another think I'd have to register for and keep track off and I just can't be bothered.It's different, more reactive, which can be useful for certain discussions ^^
Honestly I think you should keep iron simply because of its place in the tech tree. Hell, maybe even ditch iron but keep iron working as a requirement. Bottom line is that the goal is to push these things back down two tech lines rather than tying them only to one thus making them harder to rush and give early ships more time to shine.yes iron and gunpowder are strategic resources for their era that are fairly plentiful, and land units have similar dependencies. Should there be also something for sailing? cotton, silk, flax, wool, hemp, razorweed ? I suggest it only as a requirement to go with optics in the mid tier ocean types; or we add sailing as a mid game tech.
My primary concern is the fact that if you let people pack entire armies onto ships and sail around the coast it might make invading the AI too easy.That is true though that one promotion may be all they get other than the free crew choices. It would be nice to have that capacity without compromising speed or protection. It justifies raising the cost by 15 to equal trireme, provisioning a larger party. Though that is also a risk, it enables doing something early when opportunities are limited. So I don't think it's too unreasonable to balance, if this is the max. Some of the UUs will have lower capacity but wider range. So we can work with it, it may encourage earlier naval expeditions by our AI rivals.
I was under the impression that traders were supposed to be ships that have the same ability as the great merchant. As in to start a trade route AKA produce gold from thin air in a foreign city. And I just feel being able to construct these on demand at any scale would be OP unless you made them so expensive that they would be useless.I see your point to keep them simple, though they are not all that cheap. I have a concern about allied cities becoming factories churning out traders when you need open borders. So set em adrift exploring rival territory till a monster, barbarian or privateer wipes them out. They'll soon disappear, and you gain something useful, and in a pinch they make a small transport. With two classes of trader there's plenty of gold to be had. And you can always just kill them whenever you want...but I suppose the AI can't
25 points is not as huge as I thought you meant. Like, I thought you wanted to add 50% to the cost or something. Either way though I feel the QOTL vs Galleon combo is something that's going to have to be play tested and tweaked as it goes.I should have clarified: I made it only 25 more expensive because I raised the speed to 4, same as the proposed galleon, without any compromise. But if you still think they are a poor investment, I had initially put the base cargo at 7 too, and with their greater protection and equal speed that is a far more capable ship than the galleon and you don't need as many. So I echo your sentiment about proportional cost/benefit ratios.
True. But it also makes it very painful and annoying to kill. If you've ever hunted the pegasus you'll know what I am talking about. And I'd rather not make the caravel into something that's actually useful as a combat ship either in attack or defense.In fact I had already identified some UUs as starting with the animal/beast promotion, but it can be earned easily by the others. The defensive withdrawal is a more versatile survival mechanism closer to the original, and it can't be earned. I just don't see caravels functioning well as attackers in general.
Which is why I am excitedly suggesting ideas for the mid tier, as you might have noticed.But you may forget, frigates are a longer wait now with dependence on mixed sail and shipyards in my system. That is the mechanism that enables mid tier units to flourish, frigates simply come TOO early to have any fun with the existing mid tier ships.
Honestly I think it should go into the frigate or manowar instead of just the manowar. Simply because if you don't do that there will be a lot of dead end carracks floating about when frigates hit the stage and a long period where the player who built a carrack fleet will be stuck with them whilst his enemies are producing superior frigates.And the carrack is not a dead end, if it upgrades to man of war. The most appropriate path in my opinion.
Well basically the way I'd do it is make a rock papers scissors game out of it.But the galleass is a strong enough ship to be useful in its era and that's all that matters right? Giving a coastal ship a bonus against ocean going privateers isn't that useful, and thats the role for the sloop with a bit of range.
Basically I see them as being your archer, swordsman, horseman and explorer of the naval world. The roles they have is more or less analogous to these units. And so I think it would be good to have their placement along the tech tree follow the same analogy.They do indeed come at similar timelines, but the caravel is currently the third in that tech range. The galleass is definitely on a different tech dependency, and I would say siege workshop like carrack or something akin to alchemy.
That could easily be rolled into a specific hidden nationality promotion. Call it "letter of marque" and give it say: -20% vs frigate/manowar, +20% withdrawal, hidden nationality.That is indeed what I initially thought of, and it may make the hidden nationality more convincing. I'm in general agreement but the advantages inherent in a commerce raider should come at a certain price, and there were relevant comments about making them just slightly less powerful than a frigate in raw strength, perhaps retaining a 20% withdrawal.
My main concern is that you want to have a cheep and yet capable patrol ship. And I don't like cheep and cheerful as a game design choice because it outclasses other stuff by definition.The galleass is slow and obsolete though by this point. As per my note above, the sloop is an end state with ocean reach, a lot easier to patrol an area - and I don't see a galleass intercepting an upgraded commerce raider. The sloop is a reasonable upgrade path for a modest caravel that isn't likely to gain huge experience. The intended result, is to justify the few additional classes I have suggested. I want to enrich the naval game if it can work well and makes sense.
I was actually mostly agreeing with you there in terms of general idea. Frigate = cavalry, manowar = elite heavy infantry.They are quite powerful and imposing as it is, but they don't have to be slower than fully laden transports. Giving the big ships a uniform speed of 4 doesn't make them frigate chasers, and all ships can access the free crew promotions. I would just like 4 as the base speed for the late ships, as it comes with improved sail and hull design
No need to make them UUs. You just need a 3 step program:This and many of your other ideas are interesting - can they be variations on the basic theme as UUs for some of the navies. I've just begun to anticipate some of the cool possibilities and with you and @azatote we can really flesh this out.
Don't ships in vanilla civ already have a different movement rate in ocean tiles vs coast tiles? I am pretty sure they do, that's why I suggested it. And even if not, it should be easy enough to change the terrain difficulty of ocean tiles to less than that of coasts just like grasslands are less than hills.@PPQ_Purple
I think you are right on most points
coast vs ocean... my point is mainly for oceans... but I think you are right on the movement part.. it should be reduced... but slow ships are an issue late game. (what about a promotion that gives double movement in ocean ?)
I actually think it's better they don't. In my view the privateer should be a ship that's weaker than all the mainstay combat ships but has the advantage of being able to escape to the open ocean so that you have to get a carrack or frigate to chase it down. Thus making it a foil to the all galleas fleet.2. agreed with earlier privateer... (what about a coastal-only privateer?)
A combination unit perhaps? We already have some UUs in the game that combine two roles.4. good idea too... ManoWar UU is a good spot for that.. but the "arcane sloop" (or whatever its name) would also be a tier IV unit.
I misunderstood it than. I thought those would be its only spells. Those proposals might need tweaking (I can't be bothered to do balancing math right now) but I like the idea as long as it's on the side of actual spell learning.5. agreed. (thats why I proposed not only the spells (to learn) but also the "promotions", where you can only buy 1 (or 2?)... (specialise your boat)
Depends 100% on if the galleas is useful for fighting frigates or not stat vise. If it's powerful enough that it can beat a frigate, even if it can't catch it than upgrading to a frigate is pointless. If not it's necessary.6. I wanted the galeass to upgrade to manowar AND to frigate... what do you think ?
Honestly I feel just having it have more base strength than anything else (which it does) fulfills that role. Plus, it's unlikely to be outnumbered when it's the one standing close to your coast and entire navy whilst the enemy has to trudge across the ocean as you build ships. But I would not be opposed to having things like first strikes or withdrawal (not both, would be op) on it for free. At this point it's really something we'd have to try and playtest.7. I think you are right. (but I like the idea of the ship having a free broadside.. and then attacking.. The idea was showing that oars give a greater "instant" mobility (opposite to the ocean crossing & real speed capability of Carrack).... and thus the unit may engage multiple ennemy ships. so instead, maybe 2 FS + 25% withdrawal ?)
I want to bring it back there too, in revised form. we're in the midst of some interesting and open ended discussion,It's different, more reactive, which can be useful for certain discussions ^^
@Calavente Something else about movement; although infantry may move 6+ on roads in their own territory, they lose that ability in enemy territory. and still have to negotiate terrain. And travel on oceans is very weather dependent terrain. I think you've already noted that; turning speeds up one notch makes a significant difference to any unit...and we have a 'haste' spell on the seas; fair winds.ships/fleet should at least move by 6-7 to be worth it.... (save transports/merchants, which should be slower 4mvt.... and thus may limit the actual speed of the fleet).
Well only by sacrificing everything else- the advantage is more like 3/4. But where the galley is an actual transport, the trireme has lost one cargo space in base config, (which is only fair). And it will probably be more plentiful. So I may have actually reduced amphibious capability.My primary concern is the fact that if you let people pack entire armies onto ships and sail around the coast it might make invading the AI too easy.
I mean, you are basically bypassing his armies as well as all the natural dangers like barbarians that exist on land. And whilst you can sort of do that now a 4-5 slot galley could easily cut the number of ships required to do that to 2/3.
Yeah I don't consider this remotely adding to gameplay or realism if it becomes a race to build traders so you can exchange money back and forth, when you'd rather be doing more interesting things. I want a mechanism to regulate it - and I think Calavente has one. Using your privateers to intercept them is another - then soon your ally's frigates or sloops will hunt them down. It could get expensive.....And I just feel being able to construct these on demand at any scale would be OP unless you made them so expensive that they would be useless.
Again, imagine your average Erebus Continents map with two cities right next to each other. One is your own, the other a friendly empire. Trade mission money stamping ahoy.
Yeah and the Elk or Stag too. For caravels sailing alone a 35% defensive withdrawal chance is only a 1/3 chance at survival. Not bad odds for an unlucky encounter with a privateer or serpent, when a 25% beast bonus won't help you with either. Or leave them as is the 'cavalry' of the seas, which I think you agree they are not ideal as. Whichever, they should be able to upgrade to a specialized combat role like all recon units.True. But it also makes it very painful and annoying to kill. If you've ever hunted the pegasus you'll know what I am talking about. And I'd rather not make the caravel into something that's actually useful as a combat ship either in attack or defense.
ok doneHonestly I think it should go into the frigate or manowar instead of just the manowar. Simply because if you don't do that there will be a lot of dead end carracks floating about when frigates hit the stage and a long period where the player who built a carrack fleet will be stuck with them whilst his enemies are producing superior frigates.
Of course the carrack can't easily catch a privateer but it does other things. In practice I see mixed battles with carracks providing fire support as galleasses battle it out, then providing siege support and defense for colonization fleets. Privateers would probably play a secondary role - In the epic battles that count.Well basically the way I'd do it is make a rock papers scissors game out of it.
...
So:
Galeass beats everything it can catch.
Privateer beats galeass (by running away to sea).
Carrack beats privateer (because it can catch it at sea).
Carrack can't really do the same because if your warship runs away instead of fighting it has lost. So advantage defense.
As it is there isn't really a solution on the ocean mid game to hunt the privateer, (except more privateers - which I sort of think belongs with certain civics). Is this where the 'adept' ship comes in? But the ersatz sloop is available sooner than frigates and it could save some micromanagement.And your mid game ship combat begins revolving around raiding with hidden privateers, escorting invasion fleets using carracks and intercepting the same with privateers and having home waters dominated by galeasses which sadly comes at the cost of building lots of them as opposed to other more versatile ships.
I suppose that works as well - I guess it won't need a bonus vs transports at 11.That could easily be rolled into a specific hidden nationality promotion. Call it "letter of marque" and give it say: -20% vs frigate/manowar, +20% withdrawal, hidden nationality.
A sloop is 50% more expensive than a caravel and is proportionately halfway between a caravel and frigate. But it does not outclass everything - a carrack or galleas can hold their own against it, a privateer won't and a raider will have trouble. It still comes later and is only the first hint of the powerful ships that will own the seas. The recon role remains useful for anti-piracy. As for the galleas it already has two identified upgrade paths - it is a front line warship.My main concern is that you want to have a cheep and yet capable patrol ship. And I don't like cheep and cheerful as a game design choice because it outclasses other stuff by definition.
I've raised the QOTL one notch to 4 and its a bigger transport. I once had it at 5 but prefer to maintain some consistency in tweaks. Frigates can choose when to fight or flee, bigger ships may have to stick together.As far as speed goes I am on the fense. But I think I agree with dropping the base speed of galleons to 4 as long as it is the base speed and than having the manowar match that whilst the QOTL and frigate outpace it.
I don't want to get carried away either - some of them are just recognizable subtypes that seem to fit, others are civ inspired. But what would you say to one naval UU per civ minimum, with about a third of the civs getting 2, fewer at 3, and only the most select at 4-5?As for UU's I want it on record that I generally dislike having UU's for the sake of UUs. UUs should only exist if there is a very specific piece of lore in regards to that civilization that needs a special unit to tell it. And everything else should be represented by a visual change and the use of existing game mechanics (like just allowing the ship to learn spells).
It's actually a pretty powerful weapon if you can bombard then attack enemy ships in the same turn, and should come only at a high level, as it does for cavalry. Many times I've had to choose between the two.
- I am not sure blitz on a ship would be a good idea. The only time it would really come into play is when it's bombarding the coast and well... blitz + more than 4 moves + ranged attack + a unit you can't kill unless you have a specific counter is just a bad idea.
As I have also said. A carrack can at least face it down if not catch it. And to the original point about the commerce raider being a bit weaker.In my view the privateer should be a ship that's weaker than all the mainstay combat ships but has the advantage of being able to escape to the open ocean so that you have to get a carrack or frigate to chase it down.
it is, its a mid tier ship - a well promoted one may be able to put up a fight if you're falling behind tech or money wise.Depends 100% on if the galleas is useful for fighting frigates or not stat vise. If it's powerful enough that it can beat a frigate, even if it can't catch it than upgrading to a frigate is pointless. If not it's necessary.
yupI would actually love to see blitz available to all ships as a promotion down the line. But only down the line. .