Frigates don't upgrade(?)

Stegyre

Expatriate
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Nov 15, 2002
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Utah, USA
In a d+ game I was playing recently, I had built Leo's and was making a career of trading maps (the frequent contact helps keep the AI friendly), locating anything that floats, and buying it up. With the free upgrades and a small map (40x64), I soon had ~27 NON transports ringing the globe. (Next time, I will re-name my civ FedEx.)

Most of what I purchased were triremes, caravels and galleons, all of which upgrade to transports. Although a few ironclads were available, I never bothered with them, as I knew they upgraded to destroyers, and I didn't really have a need for destroyers. I did, however, purchase two or three frigates, out of curiousity, to see how they upgraded. Since both frigates and ironclads become obsolete with the discovery of electricity, when destroyers become available, I assumed they'd upgrade to destroyers.

They never did.

Maybe this is because frigates have a hold capacity (2 units) and destroyers don't? Maybe there was something wrong with my game? Is this a known phenomenon, and if so, is there a known explanation?
 
You are correct - Frigates are unique, due to their carrying capability. Treasure them if they are NONEs - I like to load them immediately with a Dip and go Eng hunting...
 
Frigates don't upgrade. I don't bother with why, though it probably is the holding capacity, I just know it doesn't happen and that is one important reason why I don't build frigates. Someone could check it out by editing the rules and eliminating the holding capacity to see if that works.
 
Anyone checked out already if eliminating holding capacity works? I'd hate to do that myself...ge I'm not even sure witch one's the original rules.txt.. I have like ten of'em in the main directory.. :crazyeye:
 
I'm convinced that frigates upgrade to transports just like galleons do, this is why I rarely bother building them because having your attack fleet suddenly disarmed can be a bit annoying.
 
I just palyed game in ToT where I had four galleons and eight frigates.. I invented industrialision and pouf: I had four transports and eight frigates, no twelve transports.. :shakehead
 
Frigates rarely amuse me. They are fo little value, as I soon discover industrialization after the tech. to buyild them for some reason.
 
Cleveland said:
Anyone checked out already if eliminating holding capacity works? I'd hate to do that myself...ge I'm not even sure witch one's the original rules.txt.. I have like ten of'em in the main directory.. :crazyeye:

Yes, having a holding capacity less than the current unit's will negate an upgrade. I know this because the mod I play allows both ironclads and frigates to upgrade into a more powerful unit with a hold of 2.
 
I think you meant NukePower. I had that and Magellan once, and a left-over Trireme was moving so fast I forgot about the stay by land rule - and lost two high-paying freights.
 
I thought Triremes were only that way until you discovered magnitism or cartography or something?
 
Conrino said:
I thought Triremes were only that way until you discovered magnitism or cartography or something?

You cannot build triremes after you get Navigation, but you can keep your old triremes sailing if you feel like it :mischief:
 
I think he was referring to Seafaring and Navigation reducing the chances of a trireme being lost at sea. Which, to answer the question, never fully goes away, but drops to a 12.5% chance.
 
Conrino said:
I thought Triremes were only that way until you discovered magnitism or cartography or something?

If you don't build Leo's Workshop, you can keep them as Triremes for as long as you want. (Just never use them in areas where your shipping isn't totally secure ;) )
 
Yeah...I never have though. In every game where I have gotten far enough I have built the workshop. It seems to be the most useful wonder to me. It also gives whatever Civ has it a huge advantage.
 
It depends on the tech progression of the civ in question. Civs slowly gaining techs won't benefit from it much.
 
When I'm playing OCC I like to give Explosives to the civ that has built Leos. All their Settlers will upgrade to Engineers, and I can bribe a couple far from their capital relatively cheaply for NONEs to work around my One City. Then I don't have food going to Engineers, so my city can be two workers larger.
 
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