how to improve the seas...

My point is the power graph tells you bugger all about your opponent's military (hell, it doesn't even measure military exclusively). You can't tell what someone's most powerful units are, how many of them he has, how many units he has in general, what cities are well defended, what the state of his cavalry (i.e. fast moving units) is, what is navy looks like, where his units are, etc. However, it seems like the AI knows all of these things without having to send out scouts. I have to send out scouts to get the same information.

On another note, the AI should not be able to judge your strength unless it scouts you properly. Whether it is spreading their religion, sending in caravels or whatever, I don't like how the AI currently senses how powerful you are. If I have to send out recon, so should they. ...and no, the power graph does not count as recon.

I agree that it is sort of lame that they can see the defenses in all your cities and that sort of thing. Then again, it's a pretty small cheat compared to some other things.
 
That's true.

It would just give you a little heads up that a war might be coming if you saw some scouts/caravels travelling through your land at some point. Not that I never see this, but I don't see it often enough. The AI seems to pick and choose when it is going to scout your territory, and when it is going to "cheat."

I would just like caravels from closed border nations to give me a little apprehension is all...
 
That's true.

It would just give you a little heads up that a war might be coming if you saw some scouts/caravels travelling through your land at some point. Not that I never see this, but I don't see it often enough. The AI seems to pick and choose when it is going to scout your territory, and when it is going to "cheat."

I would just like caravels from closed border nations to give me a little apprehension is all...

Yeah, that makes sense. Though of course it might be a good strategy to launch a blind attack in some circumstances (Altar of the Luonnotar near completion, for example).
 
Yeah, and I believe I have accounted for that. It is just that the AI launches attacks on my weak points without scouting them far too often for it to be a coincidence.
 
What I want to know...:eek:

Is how the heck is a queen of the line considered a promotion over a frigate?:confused:

This was answered by Kael a while back, it's due to the transport capacity. Given a choice they are my prefered transports with MoW running interference it works well
 
QoLs have the hold size to nearly carry a frigate inside. I do wish I'd spotted that before upgrading my combat-promotion heavy FF, though. ;)

Actually, my only problem with those lovely big transports is a cosmetic one that I'm not sure is easily made better: The huge flag off the back is flying -into- the wind, unlike the pennant up top which is behaving realistically.

While I'm wishing, it would be nice if hunters and their upgrades could board a ship ~with~ their trained hawk/raven/parrot. I understand that they're acting as land-borne carriers, and I'm not surprised that the code doesn't want to nest carriers within each other, but still, having to imagine that all of my sailors are superstitious about birds is not so cool.
 
I was under the impression that they could, but the both units take up space in the ship, so a transport needs at least 2 open spots. I could be wrong because I so rarely build birds anymore. I just don't find them very useful, since they can't attack and since a recon unit with the right promotions has a line of sight larger than their birds range. Without some avian combat they become useless quickly. Perhaps the birds could have the ability to see invisible units or uprade to a form that can divebomb opponents.
 
Birds are awesome. Good for scouting closed borders, or ahead of your hunter so you can avoid tough enemies, or at the end of the turn to scout futher ahead so you can move in a different direction.

...and yes, you need two spots, which is annoying. It would be nice if birds could base on ships without the hunter to do some inland scouting when you are sailing around.
 
I really like your coral reef spell. I think there should be a limit on the amount you can build and I also feel that: 1. if the player or AI has a ship damaged by the reef it will become permanently visible to the damaged party and 2. the reef will become visible to the player/AI if they end a turn one block away from it.
 
I know birds can operate from a city without having a Hunter/Ranger/Beastmaster to carry them, so I presume they could fly from a ship. The thing is, they can't fly from a person standing on the deck of the ship. Maybe it's a minor thing, but this game is largely about fantasy flavor after all. :)
 
Well, why not...seems the same as holding a person, having a parrot on a boat seems just as likely as in a city...
 
I think the best solution is to both have birds be baseable on ships and have birds not count against the cargo capacity. It is just a bird afterall, and they should taken up very much room on a ship. It might also be worth having larger units take up multiple slots, or maybe not be transportable at all. I think Giants and Dragons would qualify for this.
 
I would very much enjoy a unit-size aspect. I don't know how big a pain it would be to add it in, though. Seems like adding a "how big is it?" check to the loading/unloading process wouldn't be such a drag, but that adding a "is it tiny and/or already carried by something which ought to be able to board while carrying?" check might be another matter altogether.
As to what should feel like "large" units, I might be able to accept a Hill Giant riding a QoL with maxed cargo promotions, siege weapons might well need two spaces, as might all "mounted" units (bringing many horses on shipboard was one of the major difficulties faced by The Spanish Armada). I would agree that a colossal, fire-breathing unit would be unwelcome aboard any wooden ship. -Maybe- an Arcane Barge could carry one, depending on just /how/ arcane they are. :)

Having to pick and choose the packing for each ship, and needing more ships for a 'bigger' invasion would be a good addition, especially in the context of other changes to the value of naval power and the coming huge improvements in AI naval tactics and strategy.
 
I think that it would be best if we kept it simple using unit classes such as:

Melee/Archer/Recon, etc. take 1 slot
Mounted/Siege take 2 slots

Beyond that, units could have special promotions applied to them on a case by case basis when it makes sense to change that. Giants and Dragons for instance, may take many slots, or simply be untransportable. It might be a pain for the team to do this though, but I'm sure it wouldn't be hard if they didn't try to get too technical about it. For instance, Dragons already have a "Dragon" promotion, so this could be added to that. Birds, Giants, Golems, etc. could all have unique promotions added if they don't have one already and modified as such.
 
maybe they coudl carry that over to ships sort of and allow smaller shipos to enter "marshes" or swampy land or something or make canals of diffeerent sizes for different boats. and smaller ships could cost less to upgrade but get less bonuses or something
 
On a related note, I find on Terra maps the AI doesn't seem too eager to rush for the new world. I like Terra maps because they make navys much more interesting- however the computer never seems to bother trying to settle any other continents. I can often get a huge advantage due to this and can often take on 3-4 opponents at once just by planar-gateing in troops from my huge new world cities.
 
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