Thalassicus
Bytes and Nibblers
Goals
Like with land units, my goals with sea units are:
Ship Types
A fleet built entirely of 1 type is possible, but mixing the three types forms a more powerful, fun, and versatile fleet.
We want navies to be important in the game like they are in real life. Real ships are mainly used for trade. It is not possible to represent the importance of naval trade (or disrupting that trade) to a realistic level with our current modding tools in Civ 5. This would require international trade routes. The closest thing we have is starving cities with ships, which is a relatively minor part of the game, especially since it is not a good strategy for conquerors. For this reason I substitute the "trade" role with "land bombardment" to make ships useful. It represents the power of ships in dominating coastlines.
All realworld pre-cannon vessels relied heavily on melee boarding tactics, while all later ships used ranged cannon fire. This melee to ranged transition does not work in Civ 5 because it means early ships could not have the land bombardment role, which makes them less useful. This shows the common ranged ship line is necessary to make navies useful. Melee ships have only one advantage: the AI is more effective at capturing cities with melee ships than embarked land units. If the AI was better at doing that with land units, we would not need melee ships. We cannot change that with our current modding tools, so the hunter ship line is also necessary.
Combining this with the third main goal gives us the 3 ship lines: common, strong, and hunter. Each has a clearly defined and useful role.
Roles
Naval warfare changes in five ways over time as we play a game of Gem:
Details
Here is the current setup of ships in GEM. This achieves the 3 main project goals listed at the top of the post. I highlighted new ships in bold. I add as few new units as possible when pursuing the project goals, because each new unit dilutes the unique importance of other units.
Background
Like with land units, my goals with sea units are:
- Combat roles
Each unit has primary and secondary roles. The primary role is something the unit is better at than any other unit. Primary roles should be very obvious and powerful, since units without a strong primary role are seldom built. - Reward combined arms
Mixing units with different roles is more challenging and fun than winning with 1 type of unit. - Common and Strong units
Armies are most fun with a mix of common weak units guarding a few expensive strong units. This is the basic principle of limited strategic resources in Civ 5.
Ship Types
- Common Ships
A fleet of ranged ships has more common targets (land, ships, cities) than a fleet of melee ships (ships, cities), so I call basic ranged units "common ships."
. - Strong Ships
These are rarer and stronger than common ships, and use strategic resources.
. - Hunter Ships
These melee ships are great against enemy ships, but cannot attack land units.
A fleet built entirely of 1 type is possible, but mixing the three types forms a more powerful, fun, and versatile fleet.
We want navies to be important in the game like they are in real life. Real ships are mainly used for trade. It is not possible to represent the importance of naval trade (or disrupting that trade) to a realistic level with our current modding tools in Civ 5. This would require international trade routes. The closest thing we have is starving cities with ships, which is a relatively minor part of the game, especially since it is not a good strategy for conquerors. For this reason I substitute the "trade" role with "land bombardment" to make ships useful. It represents the power of ships in dominating coastlines.
All realworld pre-cannon vessels relied heavily on melee boarding tactics, while all later ships used ranged cannon fire. This melee to ranged transition does not work in Civ 5 because it means early ships could not have the land bombardment role, which makes them less useful. This shows the common ranged ship line is necessary to make navies useful. Melee ships have only one advantage: the AI is more effective at capturing cities with melee ships than embarked land units. If the AI was better at doing that with land units, we would not need melee ships. We cannot change that with our current modding tools, so the hunter ship line is also necessary.
Combining this with the third main goal gives us the 3 ship lines: common, strong, and hunter. Each has a clearly defined and useful role.
Roles
Naval warfare changes in five ways over time as we play a game of Gem:
- Hunter ships appear.
- Strong ships appear.
- Carriers appear.
- Hunters turn invisible (Submarines).
- Common ships take over the detection role from hunters (Destroyers).
Details
Here is the current setup of ships in GEM. This achieves the 3 main project goals listed at the top of the post. I highlighted new ships in bold. I add as few new units as possible when pursuing the project goals, because each new unit dilutes the unique importance of other units.
Background
- Liburna (new)
This light and fast raider was a dominant ship design of the Classical era. It originally had one bench with 25 oars on each side, while in later years it was equipped with two banks of oars (a bireme), faster, lighter, and more agile than triremes.
. - Carrack (renamed)
These were the main wind-powered warship from the 1400s-1500s. They were developed for use in the Atlantic Ocean, large enough to be stable in heavy seas, and roomy enough to carry provisions for long voyages. The high "castles" on fore and aft gave a height advantage to archers firing down on enemy ships. These replace caravels because carracks were used in warfare and exploration, while caravels were used only for exploration.
. - Galleon (renamed)
This was a large, multi-decked sailing ship used from the 1500s-1700s. The carrack's high forecastle gradually lost importance as cannon replaced archers for naval attacks. Galleons relied on forward-facing cannon to blast the enemy as the ship rammed a foe, followed by boarding with marines. These replace privateers because galleons were a prominent ship type, while privateers are a role for the ship.
. - Ship of the Line (new)
The next stage in naval warfare occurred in the 1600s as broadsides became the primary naval tactic. Ships formed long single-file lines and battered the enemy fleet from afar. This was called a "line of battle." The height advantage given by the castles fore and aft was nearly eliminated, now that hand-to-hand combat was less essential. The castles shrank, making the ship of the line lighter and more maneuverable, and the hull grew larger and stronger. The phrase "line of battle ship" eventually shortened to "battleship."
(I will replace England's specialized version of this ship with the Steam Mill unique building, representing the incredible impact industrialization had on England and world history. England's naval power is already represented with the sea movement trait.)
. - Missile Destroyer (new)
In addition to the guns that destroyers have, a guided missile destroyer is usually equipped with two large missile magazines which store the missiles for the ship. Some guided missile destroyers contain powerful weapon system radars, like the United States’ Aegis combat system, and may be adopted for use in an anti-missile role or a ballistic missile defense role.
Attachments
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Galleon.JPG30.1 KB · Views: 611
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Carrack.JPG40.3 KB · Views: 599
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SotL.JPG30 KB · Views: 624
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Liburna.JPG32.4 KB · Views: 583
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MissileDestroyer.JPG23.3 KB · Views: 569
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Sea Units 6.PNG17.2 KB · Views: 579
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Sea Strengths A.PNG16.6 KB · Views: 501
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Sea Roles Early.PNG9.4 KB · Views: 438
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Sea Roles Late.PNG9.9 KB · Views: 412