How to add submarines in civilization VII

hoplite_fan

Chieftain
Joined
Jan 14, 2025
Messages
39
These are my ideas on how to add naval stealth mechanics and anti-submarine naval warfare,


Submarine warfare:

- Submarines: Naval stealth unit, specialised in harassing unescorted naval and embarked units

- Nuclear Submarines: Naval stealth unit, can be loaded with one ICBM or one tactical missile type

The actions all naval and embarked units can perform are as follow

- Replacement: The wounded naval or embarked unit will switch places with the nearest same type of naval or embarked stationed in a city or harbour district . The action will take at least two turns depending on the distance covered

The actions submarines and nuclear submarines can perform are as follows:

- Safe waters: Active for minimum of five turns. The unit switches to non-stealth mode and cannot be attacked by friendly or neutral civilizations

- Stealth: Active for minimum of five turns . The unit switches to stealth mode, has limited movement speed, limited sight and limited attack power. Invisible to most naval units, unless spotted

- Stealth meele attack: The unit attempts a meele naval attack on a naval or embarked unit. It is the only meele attack in the game where the unit does not move to the tile it attacks with a meele attack even if it destroys the target. Requires Stealth mode

- Patrol: The submarine will move for half the tiles, but it will cover the entire area . If any enemy naval or embarked unit moves to any adjacent tile of two of the five patrolled tiles, chosen at random, the submarine will attempt a stealth meele attack . Requires Stealth mode

- Plunder: The submarine will pillage a naval trade route

- Underwater sabotage: The submarine will pillage submarine communication cables or offshore pipelines on that tile

The nuclear submarines can perform are as follows:

- Launch missile: Provided the nuclear submarine unit is loaded with one missile, the nuclear submarine will launch that missile on an unit marked by surveillance the previous turn, provided the aircraft performing the surveillance was not intercepted

- Launch ICBM: Provided the nuclear submarine unit is loaded with one ICBM, the nuclear submarine will target one tile and launch the ICBM to strike that tile

- If the submarine type unit HP drops to 50 or below, its mobility will be reduced to half and the unit cannot attack

- If the submarine type unit HP drops to 25 or below, it will be deemed unmovable and set to destroy in two turns . The crew can be saved by any friendly naval unit nearby, they can be consumed to grant a +100% construction bonus on any submarine type, or they can surrender to the enemy and turn POW

- Submarines cannot target other submarines, unless both submarines are on safe waters mode

- Submarines have +1 sight on naval stealth units

- Nuclear submarines will automatically switch to safe water mode if they fire one ICBM or one tactical missile . They can be switched back to stealth mode in the next turn

- When stationed inside a city, a submarine can be employed in all sorts of spying missions, like smuggling spies into hostile territory for example

- Through diplomacy, you can inform other nations you are conducting "naval exercises" at certain neutral ocean tiles . You must have at least one stealth naval unit in that area . This will prevent your stealth units from being accidentally targeted and destroyed by neutral naval units performing anti-submarine operations there

- Any information you can relay through diplomacy can also be discovered by enemy spies, which will greatly help you with anti-submarine warfare

- Likewise, through espionage you can learn about the enemy sea trade routes and the possible location of embarked units, which will greatly help you with anti-submarine warfare



Anti-submarine warfare:

- Naval radar ship: Naval support unit, specialised in monitoring the airspace of open sea . Passively increases the interception range of destroyers by one . Can set-up three naval tripwires on ocean tiles within a radius of five tiles to spot any non-stealth naval and embarked units that passes through it

- Submarine detector ship: Can set-up three passive sonobuoys on ocean tiles within a radius of five tiles, which it will alert of the presence of any naval or embarked units that passes through it

- Naval recoinassance aircraft: Aircraft support unit specialised in water patrols . Can perform naval reconnaissance, and spot any non-stealth naval or embarked unit . Can drop one sonar detector at one tile to spot stealth naval units there

- Destroyers: General-purpose meele naval unit, specialised in anti-aircraft warfare and submarine hunts . On the anti-aircraft side, it is roughly the naval counterpart of the anti-air gun land unit . Can spot submarine units within one tile, has +100% bonus strenght in meele combats against submarines and nuclear submarines

- Guided-missile destroyers: Upgrade from destroyers. On the anti-aircraft side, they are roughly similar to the mobile SAM mk2, except they need to be loaded with one tactical anti-aircraft missile for unidirectional interception or active interception

- Bombers: Alongside Destroyers, bombers can also help to clear out the waters from enemy submarines

The actions naval radar ships can perform are as follow:

- Reactive monitoring: Actively tracks at least three lines of tiles and spots any aircraft or missile passing through it . If

- Naval tripwire: The radar ship will setup at least one naval tripwire at one ocean tile within a radius of five tiles, and actively monitors it. If any non-stealth naval or embarked passes next to it, it will be spotted

The actions submarine detector ships can perform are as follow:

- Passive Sonobuoy: The submarine detector ship will setup at least one passive sonobuoy at one ocean tile within a radius of five tiles, and actively monitors it. If any naval or embarked passes next to it, it will be spotted

The actions naval recoinassance aircraft can perform in regard to submarine warfare are as follow:

- Naval reconnaissance: The aircraft will fly to a designated tile of the map, and reveal at least two non-stealth naval or embarked units from the fog of war.

- Active Sonobuoy: The aircraft will fly to a designated ocean tile of the map, and drop one sonobuoy there . If there's a stealth naval unit there, it will be spotted . If any stealth naval unit passes through it the next turn, there will be an alert a stealth naval unit passed through

The actions bombers can perform in regard to naval warfare are as follow:

- Naval attack: The aircraft will fly to one tile of the map, and perform a ranged attack against naval or embarked units currently occupying the same tile

- Underwater attack: Provided the enemy submarine is being engaged in a meele combat against a destroyer, the aircraft will fly to one tile of the map, and drop underwater bombs there to try to damage it

The actions destroyers and guided-missile destroyers type can perform are as follow:

- Naval meele attack: The unit performs a naval meele combat against any naval or embarked unit

- Submarine patrol: The destroyer will move for half the tiles, but it will cover the entire area . If the enemy submarine moves to any adjacent tile of two of the four patrolled tiles, chosen at random, a meele combat will immediatily follow

- Escort: The destroyer will form a three-tile long "escort formation" with every naval unit in that line . If any submarine unit attempts to attack the formation, it will be counter-attacked afterwards . If any enemy aircraft unit moves to any adjacent tile of the formation, the destroyer will move there and perform an aerial interception

- Water patrol: The destroyer will mark at most two ocean tiles, which has a naval tripwire or passive sonobuoy each, within a radius of three tiles . If any non-stealth naval or embarked unit passes through it, the destroyer will move there and impose ZoC

- Water patrol: The destroyer will mark at most two ocean tile, which has a passive sonobuoy each, within a radius of three tiles. If any stealth naval unit passes through it, the destroyer will move there and immediatily attack the unit. If it's a non-stealth naval or embarked unit, the destroyer will move there and impose ZoC

The actions guided-missile destroyers can perform are as follow:

Unidirectional interception: Protects one line of tiles at least six lines long, and intercepts at least one enemy aircraft or one missile unit, provided the guided-missile destroyer is loaded with one tactical anti-aircraft missile . See "Air interception mechanics" at the thread listed in the post below
 
Last edited:
Unidirectional interception: Protects one line of tiles at least six lines long, and intercepts at least one enemy aircraft or one missile unit, provided the guided-missile destroyer is loaded with one tactical anti-aircraft missile . See "Air interception mechanics" at the thread listed in the post below
 
Submarine unit types promotion:

Tier 1:

Sabotage: Can target enemy naval or embarked units parked on harbour districts with stealth-meele attacks

Clandestine operations: Can be assigned to spy missions

Tier 2:

Deep submersion: Can dive deeper on the ocean . 50% more defense against underwater attack for two turns, it cannot move or perform any other action for two turns. Undetectable during those two turns

Underwater running: Can move after one stealth meele attack, provided there is one movement left


Tier 3:

Underwater chase: +1 more sight on naval stealth units

Persistance: HP threshold for reduced mobility changed from 50 HP to 30 HP
 
- Replacement: The wounded naval or embarked unit will switch places with the nearest same type of naval or embarked stationed in a city or harbour district . The action will take at least two turns depending on the distance covered
What does this even mean? How can a real sub do that?
- If the submarine type unit HP drops to 25 or below, it will be deemed unmovable and set to destroy in two turns . The crew can be saved by any friendly naval unit nearby, they can be consumed to grant a +100% construction bonus on any submarine type, or they can surrender to the enemy and turn POW
Yes, I'd really like to see an "abandon ship" concept in general, too.
I would extend this to downed aircraft as well.
- Stealth: Active for minimum of five turns . The unit switches to stealth mode, has limited movement speed, limited sight and limited attack power. Invisible to most naval units, unless spotted
This is called "Silent Running", so that'd be the word I use.
- When stationed inside a city, a submarine can be employed in all sorts of spying missions, like smuggling spies into hostile territory for example
I wouldn't stop there; I would have submarines be able to transport scout units inside them.
- Naval radar ship: Naval support unit, specialised in monitoring the airspace of open sea . Passively increases the interception range of destroyers by one . Can set-up three naval tripwires on ocean tiles within a radius of five tiles to spot any non-stealth naval and embarked units that passes through it
I don't know what this is. There are radar planes like AWACS and the E2C...But most ships after 1940-ish will already have radar.
- Naval tripwire: The radar ship will setup at least one naval tripwire at one ocean tile within a radius of five tiles, and actively monitors it. If any non-stealth naval or embarked passes next to it, it will be spotted
I didn't know these were a thing, but I'm not a Navy person >_>

These are all fine points.
 
"Naval tripwires" could conceivably refer either to projects like SOSUS (which involved the mass-deployment of lines of passive sonar arrays on the bottom of the sea, controlled from ground station, across the world), or at a much smaller scale the naval strategy of deploying multiple sonar buoys (sonobuoys) on the surface in a line to give you better chance of countering

Neither of which are fit activities for a warship - the lines of buoys strategy was primarily employed by planes, while SOSUS was a mega-project involving permanent installations by specialized construction ships that is best represented in the game by, well, a project.
 
Back
Top Bottom