Ideas for better Privateering.

Loaf Warden

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Okay, I was glad at first to learn that they were putting Privateers into Civ III. But once I got the game and built my first one and saw how they were handled, I was sorely disappointed. It's no secret that Privateers suck in this game, and do not come anywhere close to fulfilling their potential.

Then a friend and I got to talking about what Privateers should be like in a game like this, and together we came up with the following model:

First of all, there should not be any one unit known as a "Privateer". In the real world, the word "privateer" does not refer to a kind of ship; it refers to the crew of the ship and their activities. And privateers were not by any means uniform in the type of ships they employed. We tend to think of pirates sailing around in frigates, but the real picture was by no means so clear cut. So, instead of having a Privateer unit, there should instead be a command that you can give to any naval unit (except perhaps for some of the more powerful modern ones) that would be called "Designate as Privateer" or "Grant Letter of Marque". This would allow the unit, be it Galley or Frigate or Cruiser or whatever, to function as a Privateer.

This, of course, would give Hidden Nationality to the ship. It should also allow you to put gold into your coffers by attacking other ships, since this is what privateers actually did. To be honest, I would prefer if they could find a way to tie it into Trade instead of just giving gold. The main function of privateers was to prey on foreign shipping for the benefit of the crown. The Privateers in Colonization were great for that, with their ability to steal cargo from other ships. Of course, in Civ III we don't ship cargo directly, but through phantom trade routes that a naval unit could not steal from. But if a way could be found, I'd rather have that happen than just say that each attack gives you x amount of gold.

Privateers should also be able to opt to capture enemy ships instead of just sinking them. There is much historical basis for this. The new ship would then have to be sailed to one of your ports for repairs, after which you could use it like your own. (This would be particularly interesting if you managed to capture a Man-of-War. Imagine capturing fleets of the English UU and then using them in a war against England. :crazyeye: )

The drawback to using Privateers would be that if one is defeated, there would be a good chance the civ you attacked with it would be able to identify its origin. So now they know it's you who have been terrorizing their shipping, and now they want revenge! They could either declare war or demand heavy reparations.

This also brings up a really intriguing idea. Imagine you use a Privateer to capture a ship from Civ A. You sail that ship to one of your ports and fix it up. Then, before you launch it again, you designate that ship as a Privateer and send it against Civ B. But Civ B defeats it . . . and identifies its origin as Civ A! So Civ B thinks that Civ A was controlling it, and declares war against Civ A! It could be fun to manipulate the other civs like that. Of course, there would have to be a drawback to being able to do that. If you use Civ A's captured ship to attack Civ A, and they defeat it and realize you were the one attacking them with their own ship, now they'd be really angry. There'd be no way to avoid war in that situation. So you'd better use Privateers carefully, because there are consequences!

Anyway, that's our idea for a more realistic and more fun model of Privateers for Civ III. What do you all think?
 
Indeed, but for as long as the entire model for naval warfare in Civ3 sucks I see little value in improving the role of privateers.

It's my opinion that the priority should be to rewrite the naval combat. If marines (of every era) could attack the troops in other ships and take the prey as a prize, then that would be a great start.

Also, I would dispense with the built-in cannons for frigates because:

If movement rate was inversely proportional to the number of units being carried, then cannons could be dispanded for an increase in speed to evade capture from a superior vessel - a real-world tactic that was frequently used.

What fun it would be to incorporate real naval tactics into a game of world domination...

Also, ettiquet at sea could be a civ trait or an advanced rule; the British of the 19th Century had specific rules about engaging ships of lower class. Naturally this would make the Man-O-War useless, but it was never a good UU anyway.
 
Originally posted by Loaf Warden
The drawback to using Privateers would be that if one is defeated, there would be a good chance the civ you attacked with it would be able to identify its origin. So now they know it's you who have been terrorizing their shipping, and now they want revenge! They could either declare war or demand heavy reparations.

I dissagree. The best example for such a scenario would be Francis Drake who attacked Spanish shipping for England - but he never lost and Spain still found out who was responsible!

Perhaps a succesful spy should disclose the related information via the military advisor :)

Also, privateers sometimes swapped between (illegal) flags of various nations to trick shipping. I have found that nearly every privateer I launch gets attacked by a random frigate, and this is simply not realistic.
 
Originally posted by stormbind
Indeed, but for as long as the entire model for naval warfare in Civ3 sucks I see little value in improving the role of privateers.

It's my opinion that the priority should be to rewrite the naval combat. If marines (of every era) could attack the troops in other ships and take the prey as a prize, then that would be a great start.

Agreed. I've never been satisfied with the naval model of the Civ series. I've started several games with an intent to dominate the seas, then I never really got around to it because it didn't seem that important. As long as I could transport my units and keep my transports protected, that's all that really matters. Ships need to be given more importance in general, and the ability to capture ships could help. So would my Privateers, I think, though the fact that trade is handled as an abstract concept takes away from it somewhat. There should be a way to use them to disrupt shipping--not just by blockading ports, but by actually plundering trade goods. And without disrupting the trade model, which is far better than the old Caravan-unit system. Hmm . . . :scan:
 
I like your idea. Glad to see someone who has a problem with the system actually proposed a solution instead of just saying, "Privateers suck!"
 
Or, you could make the Privateer
A.D.M: 2.2.4
B.R.RoF: 2.1.1
Keep the cost at 60.

In many games you will find them being used extensively by the AI, trying to bombard your coastal improvements. Makes for a nice side-game between wars.
 
The five primary modern naval missions are:

1. Protecting your shipping lanes.
2. Blocking enemy shipping lanes.
3. Combating Enemy Naval Units.
4. Using the Carrier aircraft to attack land.
5. Using Submarines to provide an alternative nuclear option.

As discussed there is no real shipping with the exception of combat units aboard transports. Naval ships must engage enemy ships due to the fact that aircraft are incapable of destroying any type of enemy unit. Again, since aircraft cannot destroy enemy units, aircraft are only useful in "strategic bombing" enemy cities. Finally, nuclear submarines are only capable of carrying one tactical missile. With SDI, it is impractical to bother building these units. In the end, the default settings of CivIII remove most of the primary purposes of naval warfare.

The only way to overcome these setbacks are to tinker with the settings.
 
Originally posted by Jaybe
Or, you could make the Privateer
A.D.M: 2.2.4
B.R.RoF: 2.1.1
Keep the cost at 60.

In many games you will find them being used extensively by the AI, trying to bombard your coastal improvements. Makes for a nice side-game between wars.

I made them ADM 3.2.4 cost 70.
I built about 5 and went galley hunting they were good 2-1 kill ratio. The comp didnt build many though. Maybe Jaybe got a better idea. Also Im playing on emperor and the time of the Privateer is gonna be to short to even bother with. The Priv should be able to have Nationality and then go Pirate when you want. A bit like in Patrician 2 if anyone knows that.

I just hate a good idea going to waste, I would love to modify this into a productive unit.
 
I quite like your idea Loaf Warden, and think the point in which you could no longer do this should be with the dicovery of Radio
 
the idea of making navies more important comes down to trade. U-boats tryed to starve britain twice thru sinkin trade. privateers as were mentioned actacked trade, I think some sort of trade ship should be implemented althougth with an option *show trade vessel movements*
 
i agree somethign needs to be done abotu naval warfar, but if you play huge islands maps, then navy is as important as ground troops. but in most cases, after all small islands and large continants that would take 100 urns to cross get found, then the navy is used as transporting ground untis and almost nothing else.
i think a good idea would be to increase the benefits of harbors, maybe have hem double the effect of overseas luxuries or something to simulate the large amounts brought into harbors from colonies in the 19th centiry.
but to compensate, all cities with harbors can be attacked directly by ships (ot jsut bombardeds) as though the ship entered the harbor and the naval troops attacked. in real life there ae often thousands of tropps on large ships now, so i dotn see why the can not attck cities, yet can attack other ships.
 
There are not thousands of troops. Even the largest naval ships in the world (U.S Navy Aircraft Carriers) only carry approximately 1500 crew, officers, and marines. At most you have a few hundred Marines, if it is an Amphibious Vessel.
 
loaf warden, some good ideas, the major problem ( civ 3, not yours ) is priviteers were used against shipping not warships and theres no shipping, unless you hunt down galleys from less advanced civ's- which i do too. o and p.s. they "found" out about sir francis drake be cause he sailed into london and unloaded 10 zillion dollars of spanish gold and got knight by the queen. kinda of a hint to any nation wondering who did it.
 
In respect to navies, there needs to be something to defend on the seas that cannot be defended by land units. This is trade. There is no trade. Perhaps they should develop an automated merchant fleet that you must build and routinely add ships to. This way the size of your merchant fleet would set how trade you can handle and how many resources you can ship from source to capitol.
 
good idea, by the way do you get the idea that u and i are the only ones awake right now since we are meeting on every post
 
A great post, Loaf Warden. I agree with everything you stated.

Concerning naval combat in general:
Although it was simplistic, I always appreciated the boardgame Axis & Allies' approach to naval blockades. One ship in an enemies 'harbored' sea zone resulted in a loss of income for said enemy on his/her next turn (representing your controlling the enemy shipping lane). In addition, the enemy would be unable to build naval units that originated from that occupied zone.
It forced the player to either maintain his navy, or have a big enough air force in order to combat this happening to him.

Up until WWII (caution: General Statement) the majority of naval battles involved either setting up or breaking blockades. A better reworking of trade income from oversea ports (as has been mentioned) would greatly inspire blockading, which in turn would inspire naval warfare.

One would hope, at least. :)
 
Oi Student driver stole my idea! and i posted it further up :(
 
I have an idea to improve naval warfare, and naval, or general, trade.
First off, this is a change too big for Civ3 to handle, and could only be implemented in Civ4, so bear with me.

When you want to create a naval trade route, instead of just building a harbor in the two cities, you have to first build the harbors, and then plan a trade route. The way this planning would look would resemble the GoTo command. After planning this, you have to bring a ship, most prefferably your fastest most advanced ship, and put it in one of the cities. Then you designate that ship through the trade interface [or whatnot], to go and check out the trade route. Once it's done the route from city1 to city2, trade can be sent in that direction, since the route has been checked and truly is viable. Once you've sent the ship back along the route, from city2 to city1, trade can also move along the trade route in that direction. Now, whenever a unit of yours ends it's turn on another civ's trade route, you would be informed that your unit saw the other civ's merchant fleet passing by. This space will be marked somehow to show who'se trading through it. Now, there would also be a new command for the most offensive ship of every generation [Galley, Caravel, Frigate, etc.] that would be called "Naval Blockade". This would be a special type of fortify, only initiable on other civ's trade routes, that would cause a decleration of war on said civ. This space on the route would be unusable for trade [for the civs you decide to blockade (you should be able to select this in a dialogue when you issue the command to blockade)] as long as the blockade is active. The only ways to reinitiate trade between city1 and city2, would be either to destroy the blockade, or to plan a new route, in the same way I mentioned before... This would add the realism of only 1 unit being enough to cut off trade, rather than 1-8, depending on the amount of coast surrounding the port city. Also, possibly there can be some ships capable of robbing blockaded trade routes. This would add huge effectivity and realism to privateers [I like the suggestion about designating any ship as privateer], so they would be used to block and sack trade routes, without the need to declare war. This could also work similarly for land trade, and possibly even air trade...
Just my 2 cents. :crazyeye:
 
Originally posted by RegentMan
I like your idea. Glad to see someone who has a problem with the system actually proposed a solution instead of just saying, "Privateers suck!"
but they do :(
 
I agree, privateers pretty much suck, I built one ONCE.. :) everyone in the world went after him and sunk him...

By the way, has anyone ever seen the AI build a privateer? They obviously don't like them either.
 
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