How to keep coastal ships away from the open sea

Der PH

Combat Smurf
Joined
Oct 8, 2002
Messages
324
Location
Aachen, Germany, Europe, Earth, ...
Problem:
The 'sinks in sea' and 'sinks in ocean'-flags become useless after astronomy resp. navigation. After that even galleys can cross the oceans without problems. Later ships like ironclads, which in reality were hardly able to leave coastal waters, are not at all affected by those flags. :(
Kryten suggested to make coastal ships wheeled and ocean tiles impassable for wheeled units, but this seemed to radical to me.

Inspiration:
Playing the Age of Discovery Conquests scenario I spotted that in this scenario ocean tiles have a movement cost of 2. :hmm:

Idea for my mod:
Sea and ocean tiles get movement cost of 2. Medieval ships like caravel, galleon and early industrial ships like the ironclad get the 'ignore movement cost for sea'-flags.
Late industrial and modern ships (destroyer, battleship, ...) get 'ignore movement cost for sea' and 'ignore movement cost for ocean'-flags.

Result:
After astronomy resp. navigation coastal ships are not in danger of sinking in the open sea, but they are slow. For a lot of routes the fastest movement path will be near the coast, so they won't be seen on the ocean very often.

Side effects:
On nearly every random map, I've seen so far, there were some 'routes' of sea-tiles without island in the oceans. Useful for caravels they got useless after navigation in vanilla game. Now they will be fast passages during the whole age of sailing (which BTW I made much longer by modding the tech tree). On these passages ocean-crossing ships will gather and ... my privateers will wait at that points of the map instead of endlessly roaming the empty oceans.
This of course enables the introduction of special sailing ships, that also have the 'ignore movement cost for ocean'-flag checked. To my mind comes the merchantman, which would replace the galleon for the dutch and IMHO be a much more appropriate UU than the swiss merc.

Comments, ideas, rants?
 
Der PH,

this is a good idea, which is why, like embryodead has said, many mods have already incorporated it. It is a good idea though, so congrats on coming up with it. :)

another good idea for you is as Kryten suggested to make ironclads wheeled and ocean and sea tiles impassable to wheeled. This will keep your ironclads safe in the coastal tiles.
 
yeah check some mods, they have various rule changes to make navy more complicated ;) ie. you can also give higher move cost to coast, and make all ships ignore it, except carriers, battleships and subs, so to sort of keep them in open sea.
 
This sounds like an excellent idea. I will incorperate it into my mod. It now makes me wonder how many other tips and tricks I've missed because I CAN'T SEARCH THE FORUMS!

*grumble*
:mad:

Oh, well. It's always an on-going learning process.
 
On a related note, I also have coastal tiles = 2 MF, with every unit EXCEPT submarines having the ignore-coastal-MF option set. This is to represent the challenges of operating subs in restricted waters.

-Oz
 
What I do is set Coast to 3MP, sea to 2MP and Ocean to 3MP. Early ships ignore coast, later big sail ships ignore coast and sea, modern ships ignore sea and ocean and the really big suckers like carriers and battleships only ignore ocean. I also make ocean impassable to wheeled units and set some of the earlier units to be wheeled (ironclads also).

This results in early ships hugging the coast. When I trade maps with another civ in the early years the map always shows the landmass and the coast but the oceans are black. Later they do venture into the ocean but tend to stick in the sea and coast tiles.

I made Coast have 3MP because I don't like the big ships and subs cruising the beaches. Especially since I have given most of them blitz. They have to come in, do their business (bombard once or twice) and get out. Also, I don't know how the AI handles carriers in the vanilla game but with these changes they hang the carriers way off shore in the ocean and fly their missions from there.
 
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