how anyone explain to me what great admiral is for?

I don't know for triremes as I usually go offensive later, but privateers can capture cities now and damage them really good before, combined with ranged ships, you can easily take coastal cities. important for the privateer thing is, that the city borders 2 or 3 water tiles, because your privateer will stop there after attack, also useful is to have reserves and cycle the damaged privateers back to repair. Oh, and the money you get per attack is really nice (30+ gold per attack, maybe there is an enhancement to get even more).

In my ongoing game as Inca/King/Epic/Small Islands/8 civs/Small, I defeated Egyps and Persia as nearly all cities are coastal cities. Sadly I get the feeling the AI does perform bad on Small islands. No one managed to land any troops to my islands, even when I was at war with 7 civs (they all declared war after I founded cities #5 and #6, because I am obviously building cities in an aggressive manner, ^_^).

But the real funny part are privateers that can now capture ships. I got myself a respectable navy this way, and sold the rest. With a naval civ like England you could easily rule the seven seas. I am just an Inca (picked Random civ at setup). ;-)
 
Great admirals...

1. Can traverse ocean tiles before astronomy tech. They are good explorers.
2. Give combat bonus to all naval units within 2 tiles.
3. Can be expended for 100% heal to all naval units in proximity.

and, yes, I often take early coastal cities with 6 revolving quints, even on immortal difficulty
 
Don't they still cost upkeep? (overtired atm. and cannot remember).

A little annoying since in a game I played non violently and ended uphaving 4. Just sitting around.

Could have deleted them but I wanted to keep them in reserve.
 
Yes, but your fish/crab/whale/pearl tiles give more gold and harbor gives them production, not to mention "god of the sea" pantheon. It's just a typical start with carthage, archipelago.

I wouldn't make 4 unless I had a use for them. Also quint's/archers is a very destructive combination.
 
The 15% bonus is good, but the healing powers? If you have a lot of wounded ships, it works, but you never have a lot of wounded ships... I wish they had the ability to traverse on land, and create a canal on a land tile.
 
The healing would be better if it was passive and didn't consume the admiral.

As it is, I tend to just pile up admirals in my home cities. Like generals, they have limited use and once your have one or two you don't need any more.
 
The 15% bonus is good, but the healing powers? If you have a lot of wounded ships, it works, but you never have a lot of wounded ships... I wish they had the ability to traverse on land, and create a canal on a land tile.

Yeah, canals would be a great GP settle ability for admirals... as for traversing land, I'm working on that (unfortunately, it's a wee-bit buggy right now so I have to try and set it so the AI will never use it...).

I've used the heal a few times (tend to generate lots of admirals - especially if I go Autocracy) it's worth it when you've got a couple or three experienced ships (or even ONE if REALLY experienced or a loaded carrier) heavily damaged - happens frequently to me since the AI tends to keep pace with my tech.

Also, I removed maintenance cost from GP in my game, so keeping tons of GA/GG as reserve isn't that draining (still ties up support, but that's not nearly as crippling).
 
I think that Great Admirals and Great Generals should give an option to build a unique building in your cities.
For example Seaport or a new building like Naval Base should be GA associated building, while military base should be buildable only through GG.

It would make those GP more useful even if oyu have more than one.
 
I think that Great Admirals and Great Generals should give an option to build a unique building in your cities.
For example Seaport or a new building like Naval Base should be GA associated building, while military base should be buildable only through GG.

It would make those GP more useful even if oyu have more than one.

Perhaps it could build a Naval Academy wonder and give ships and marines built there +15% exp bonus, 15% purchase cost reduction, and +15% production speed.
 
The one time I had a naval combat force (with the Netherlands) so far with G&K, a timely use to heal my Sea Beggars is what gave me my toehold on Ethiopia's subcontinent, which did him in.
 
Perhaps it could build a Naval Academy wonder and give ships and marines built there +15% exp bonus, 15% purchase cost reduction, and +15% production speed.

How about it could build a training/proving grounds on sea plots. When you then "park" a ship there it gains some sort of experience?

Atleast it makes a bit a sense to me. Since admirals don't live forever but their tactics are studied.
 
I tend to burn up Great Admirals pretty quickly. I attack a city with 5 Qinqs and 2 Galleases and then heal them all up again when the city falls below half. The heal option allows me to get more effectiveness out of a smaller fleet and get more promotions on my units.
 
If you have a lot of wounded ships, it works, but you never have a lot of wounded ships...

you do if you have a city-raising fleet of Privateers and Frigates on the otherside of the world...

your ships don't heal outside your own borders, so I found a GA crucial to maintain momentum when knocking out an enemy AI's coastal cities
 
Not that this wasn't discussed many times before...

Anyway, I would like to propose a "Costal Fortification" as an admiral's special building:

- buildable at coastal tiles anywhere on the map, but of course not inside other cultur influence zones
- converts a 2 hex range of water tiles into your cultur.
- casts a ZoC of 2 hex against enemy ships. (= slows ships down)
- can attack ships within 2 hex range.
- ships may heal 10 HP/turn if stationed inside.

The idea behind this:
a) helps to defend costal cities against raids
b) may controle straits
c) may be used as sea outpost far away from the own empire.
--
furthermore:
d) is very close to the Great General's ability but not exactly the same.
e) doesn't need any landwalking admirals.
f) is more "military focused" than canals.
g) While I don't dislike city improvements for the grat people as in Civ4, CiV simply doesn't use them! So why for the Great Admiral all of a sudden?
 
I tend to think: if I need the Great Admiral's heal ability to take a city, then I don't have enough ships to take the city. I am a bit navy-crazy though.....
 
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