Join the Navy & Conquer the World

Grifftavian

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A Guide to Naval Units in Sid Meier's Civilization IV

The release of Civilization IV: Beyond the Sword (BtS) introduced several new Modern Era Naval Units into the game. Since there are now nineteen (19) different Naval Units available for your Admirals to command, I decided to write a guide that covers all of the Civilization IV Naval Units and discusses how they may best be deployed. This is my first attempt at a guide/strategy article, and I hope the readers will find the information useful. As always, comments and suggestions from the readers are appreciated. The strategies and tactics I've written about in this document are based primarily on my own playing experience, and I'm sure I may have overlooked or not thought many other methods for deploying your armadas. So if your Admirals have any Naval Tactics that have worked well for your Empire(s) in the past, let me know and I'll update this article.

INTRODUCTION

If you play Civilization IV on flat maps without oceans or seas, you can pretty much ignore Naval Research. But if you play on maps which simulate a planet, or even good old Mother Earth, you are going to need a Navy sooner or later, and sooner is better! If you play on an Archipelago map, you'll need a Navy almost immediately. This guide will discuss the various Civ IV Naval Units and propose strategies for their use. The following abbreviations are used throughout this document: STR = Unit Strength; MV = Unit Movement; C = Unit Cargo Capacity.

ANCIENT ERA NAVAL UNITS

Teach a man to fish...
Your first seagoing vessel is a merchantman, the humble WORK BOAT [0 STR, 2 MV, 0 C]. It is available with the knowledge of FISHING. They cannot enter Ocean tiles until the discovery of ASTRONOMY. Their primary purpose is to become Fishing Boats and provide a Health Bonus for your cities through harvesting coastal seafood resources (tonight's menu; New England Clam Chowder, Maryland Crab Cakes, Pan-Seared Talapia and Conch Fritters). Surplus seafood resources can be traded to your neighbors for other resources or Gold. With the discovery of OPTICS, they can become Whaling Boats, and with the discovery of PLASTICS, they can build Offshore Oil Platforms. The Work Boat never earns any Experience Points!

A sometimes overlooked use for Work Boats is as an early explorer. Work Boats can explore the coastlines while your scouts and warriors explore the interior of you home continent. Be the first to locate and settle good coastal locations and watch your Civ grow. Note that Work Boats cannot enter a rival's territory without an Open Border Agreement.

Come sail away with me...
Your first naval ship is the GALLEY [2 STR, 2 MV, 2 C]. It is available with the knowledge of SAILING. They cannot enter Ocean tiles. Galleys can engage in combat, and can pillage an opponents fishing boats for gold, but it is most useful as your first troop transport. A Galley can carry two units of any type. The Galley can be upgraded to a Galleon.

The prerequisite for SAILING is FISHING, so if you want an early start on building your naval armada, play as a Civilization that start with FISHING.

American, Carthaginian, Dutch, English, Greek, Japanese, Native American, Portuguese, Roman, Spanish, Viking

CLASSICAL ERA NAVAL UNITS

Ramming speed... All hands brace for impact...
The only new naval unit in the Classical Era is the TRIREME [2 STR, 2 MV, 0 C], which was added in the Warlords Expansion Pack. It is available with the knowledge of SAILING and METAL CASTING (METAL CASTING requirement for BtS only). The Trireme has a +50% attack bonus versus the Galley. They cannot enter Ocean tiles. The Trireme is both an attack ship and a Fleet defender. With their combat bonus against the Galley, they are useful for stopping enemy invasion fleets before they can land. Because of this, you will want to include some Triremes as escort vessels for your own invasion fleet(s). You should also build Triremes to defend your coastal cities and protect your fishing boats from pillaging. Remember that coastal tiles have a 10% defensive bonus, so always try to have the enemy ships attack you. Triremes can be upgraded to a Caravel or a Frigate.

One oddity; although you need the knowledge of METAL CASTING in Beyond the Sword to build Triremes, you do not need to have access to copper or iron. Perhaps FIRAXIS will correct this oversight in a future patch.

Civs that start with MINING have a leg up in the race to build Triremes.

Carthaginian**, Chinese, English**, Ethiopian, German, Indian, Khmer, Maya, Malinese, Portuguese**, Roman**, Russian

**also starts with FISHING

The HEROIC EPIC National Wonder becomes available in the Classical Era. It requires the knowledge of LITERATURE, a Barracks, and a military unit that has reached Level 4 experience. The Heroic Epic provides a +100% military unit production bonus. Constructing this National Wonder in a coastal city will allow you to construct your naval unit faster as well. You should also consider having one of your Great Generals establish a Military Academy in the same coastal city, as Military Academies provide an additional +50% military unit production bonus. Naturally, you will want to do this in a coastal city that also serves as one of your Production Cities.


STRATEGY TIPS FOR YOUR COASTAL NAVY

Your fledgling naval armada(s) will be limited to patrolling the coastline of your home continent. (Note: your early ships can enter the ocean tiles within friendly cultural borders) Dry Docks and their +4 Experience Points (EP) are still a long way off, so you will need to find another way to build naval units with some EPs.

Your Civics choices affect naval units the same as your land and air based units. The Vassalage Labor Civic (requires knowledge of Feudalism) earns your ships +2 EP. The Theocracy Religious Civic (requires Theology) earns you another +2 EP if your state religion is present in the coastal city where your ships are built. If you get a Great General, and assign him as a Military Instructor in a coastal city, ships built in that city will also get the +2 EP from each Military Instructor assigned to that city. So even without Dry Docks, you can build new naval units with +6 EP or more under the right conditions. Now, how do you put those EPs to good use?

The Galley and Trireme both have a strength of 2. The Combat line of promotions will only add +10% to their strength, which is not much of an improvement at this strength rating. However, everything else being equal, a Combat I Trireme will defeat a Drill I Trireme almost every time. Therefore, I'd recommend giving your Triremes the Combat line of promotions. Your Galleys initial promotions should be Flanking I and Sentry to improve their visibility and help the escorting Triremes detect threats, then the Combat line of promotions.

The only exception would be if you wanted to specialize and create a Hospital Ship with the Medic promotions, since Medic I requires the Combat I promotion. A Hospital Ship can help heal your invasion fleet if they are attacked en route to their target. Since Triremes get a 50% attack bonus versus Galleys, your early Hospital Ship should be a Trireme with the Combat I/Medic I/Medic II promotions. For the ultimate Hospital Ship, attach a Warlord and give it the Medic III promotion.

---- Suggested by Perugia ----
An alternative to creating Hospital Ships is to include a land based unit with the Medic promotions loaded aboard a troop transport ship.
------------------------------

Another tactic to consider, if you would like faster moving ships, is to give all of your ships the Flanking I/Navigation I & II promotions. Navigation I & II each add +1 Movement. Not too much of a benefit for Galleys and Triremes limited to sailing around your home continent. But if you upgrade them to ocean faring Galleons and Frigates, it could make a significant difference in colonizing other continents and your trans-oceanic invasions! However, trying to get all your Galleys and Triremes promoted to the same movement rate at the same time can be difficult to achieve. You should always keep your Galleys escorted by Triremes, and it is more efficient to do this if they both have the same movement rate.

MEDIEVAL ERA NAVAL UNITS

Set an open course for the virgin sea...
The only new naval unit in the Medieval Era is the CARAVEL [3 STR, 3 MV, 1 C*]. It is available with the knowledge of OPTICS. The Portuguese Unique Unit, the CARRACK [3 STR, 3 MV, 2C], replaces the Caravel. (Portugal and their UU, the Carrack, are playable in BtS only) The Caravel/Carrack is the first ship you can train that can enter Ocean Tiles. They are basically naval explorers and are extremely useful for finding those undiscovered countries! They can enter rival controlled Sea and Ocean tiles without an Open Border Agreement. They can attack enemy ships, but cannot blockade or pillage. The Caravel/Carrack can be upgraded to a Frigate, Destroyer or Attack Submarine (BtS Only).

*A Caravel can only carry one Scout, Explorer, Missionary, Great Person or Spy.

The Portuguese Carrack can carry two units of any type, and it gives you a leg up in establishing overseas cities and expanding your empire.

With an Open Border Agreement, the Caravel/Carrack can attempt to spread your state religion to those foreign shores, drop off scouts/explorers to map out rival territory, and carry out those Trade Missions with a Great Merchant. Without an Open Border Agreement, they are still useful for slipping spies into your rival's cities.

A useful tactic if you are among the first to discover OPTICS is to train two Caravels, sending one East and one West, and attempt to become the first to circumnavigate the globe. If you achieve this, all of your ships receive a +1 movement bonus. Speed is life! Researching PAPER to get Map Trading can help speed up your quest to be the first to circumnavigate the globe. You don't have to actually sail around the world and have your Caravels link up to get the movement bonus, only have a line of revealed map tiles at all points along the X-axis of the map. Be careful who you trade maps with, as this works for the AI also! Caravels/Carracks on the circumnavigate the globe mission should be given the Flanking I, Sentry and Navigation I & II promotions when available!

---- Thanks to KmDubya for the following tips! ----

One trick that has helped me in the past is producing two Triremes while running Theocracy and Vassalage to get two promotions if you are Charismatic. Get Navigation I and when you hit Optics, upgrade to Caravels for the faster movement to help in the trip around the world.

Sending a Sentry promoted Explorer as a passenger also helps. With the Explorer you can sometimes pop a hut or with open borders run across a blocking continent. Missionaries can also make nice additions to your Caravel to convert an unlucky Civ who does not have a religion to the true faith.

--------------------

Because they can enter AI controlled sea/ocean tiles without an Open Border Agreement, Caravels with the Flanking I and Sentry promotions also make excellent Recon Ships. Send one into your neighbor's territory in advance of your Trireme and Galley invasion fleet to see what you will be up against.
 
RENAISSANCE ERA NAVAL UNITS

The advent of the Renaissance Era allows you to begin the construction of an ocean faring Navy. The following ships and National Wonders become available during the Renaissance Era:

WEST POINT {NATIONAL WONDER} Requires MILITARY TRADITION.
double production speed with Stone
requires a unit to reach Level 5 Experience
new units receive +4 experience points
no culture per turn, 1 Great Engineer point per turn

GALLEON [4 STR, 4 MV, 3C] Requires ASTRONOMY.
cargo space 3
upgrades to transport

Dutch UU: EAST INDIAMAN [6 STR, 4 MV, 4C] (replaces GALLEON) Requires ASTRONOMY.
new unit for BtS only
cargo space 4
upgrades to Transport

FRIGATE [8 STR, 4 MV, 0C] Requires ASTRONOMY and CHEMISTRY plus IRON.
can bombard city defenses (-8%/turn)
upgrades to Destroyer

PRIVATEER [6 STR, 4 MV, 0C] Requires ASTRONOMY and CHEMISTRY plus IRON or COPPER.
new unit for BtS only
hidden nationality
can attack without declaring war
starts with Sentry Promotion
upgrades to Destroyer

SHIP OF THE LINE [8 STR, 3MV, 0C] Requires ASTRONOMY and MILITARY SCIENCE plus IRON.
new unit for BtS only
+50% versus Frigate
can bombard city defenses (-12%/turn)
upgrades to Destroyer

Constructing the West Point National Wonder in a coastal city will give your naval units a +4 EP bonus. When combined with Vassalage or Theocracy, your new naval units will begin with Level 3 experience. Couple this National Wonder with a Military Academy and other production enhancing buildings/wonders, and you will be able to establish a powerful navy very quickly.

The Galleon can carry three units (a whopping 50% increase over a Galley) and it can safely enter ocean tiles. Their strength is marginally improved, but they should still be escorted at all times to protect their valuable cargo. The Flanking I/Sentry/Combat promotions are still recommended for Galleons.

The East Indiaman (Dutch UU: replacement for the Galleon) is the most powerful troop carrier available until the introduction of the Transport. It's strength of six gives it a better chance of defending itself, but it should still be escorted when carrying troops. The Flanking I/Sentry/Combat promotions are also recommended for the East Indiaman.

The Frigate is the most versatile wooden ship in Civilization IV. It can sink enemy ships and can bombard city fortifications. It has the same amount of movement points as a Galleon/East Indiaman, which makes it the perfect escort ship for your Renaissance Era troop carriers. The recommendation for your escort Frigates are the Combat line of promotions. You can (should) also create Recon Frigates with the Flanking I/Sentry/Navigation I and II promotions. The Recon Frigates would go out in advance and to the sides of your invasions fleets, acting as a picket line to detect enemy counter attacks, and inflict some damage on the enemy ships before they get to your main fleet. You might also create a Hospital Frigate with the Combat I/Medic I & II promotions to help heal your invasion fleet if it is attacked. A Hospital Frigate can also dock in that newly captured coastal city and help heal the city garrison of your newly captured prize!

A Privateer is a ship which is privately owned and crewed, but authorized by a government to attack and capture enemy vessels. Introduced in the Warlords Expansion Pack, the Privateer is a mid-game naval unit that bears no markings of nationality. As such, they allow you to harass other civilizations without the need to declare war. Get them early to block the trade routes of your rivals and keep their Caravels away from your continent. With a strength of six, they can easily sink Medieval and earlier era ships, but even a Combat III promoted Privateer is no match for a Frigate! Privateers start with the Sentry promotion, so their recommended promotions would be Flanking I/Navigation I/Navigation II/Flanking II. After that, consider giving your Privateers the Drill promotions.

The Ship of the Line is the ultimate wooden ship. While not as fast as a Frigate, it receives a +50% attack bonus against it's quicker rival, making it the top of the naval pecking order during the Renaissance Era. Being a Frigate killer and a Galleon sinker, the Ship of the Line also benefits from the Combat line of promotions. Keep them stationed near your coastal cities and fishing boats to help fend off enemy invasions. Because the Ship of the Line is a step slower, it is not as well suited for Recon and Hospital duties as a Frigate.
 
INDUSTRIAL ERA NAVAL UNITS

The dawning of the Industrial Era brings with it the arrival of steel ships, and begins the obsolescence of your wooden ships. The following new naval units and City Improvements are available in the Industrial Era:

DRY DOCK {CITY IMPROVEMENT} Requires STEEL
New Naval Units receive +4 Experience Points
Builds Naval Units +50% faster
Double Production Speed for Aggressive Leaders
Cities receive -1 unhealthiness

IRONCLAD [12 STR, 2MV, 0C] Requires STEEL and STEAM POWER plus COAL and IRON
cannot enter Ocean tiles
can bombard city defenses (-12%/turn)
upgrades to Destroyer

DESTROYER [30 STR, 8 MV, 0C] Requires COMBUSTION plus OIL or URANIUM
can bombard city defenses (-16%/turn)
can see submarines
can intercept aircraft (30% chance)
upgrades to Stealth Destroyer or Missile Cruiser (BtS only)

TRANSPORT [16 STR, 5 MV, 4C] Requires COMBUSTION plus OIL or URANIUM
can carry 4 units
not upgradeable

BATTLESHIP [40 STR, 6 MV, 0C] Requires INDUSTRIALISM plus OIL or URANIUM
can bombard city defenses (-20%/turn)
causes collateral damage
upgrades to Missile Cruiser (BtS only)

The Dry Dock is a City Improvement, and it is very useful when you are involved in naval warfare. A Dry Dock builds ships +50% faster, and ships built in a city with a Dry Dock start with +4 Experience Points. Their only downside is that a Dry Dock adds +1 unhealthiness in cities where they are built.

Your first steel ship is the Ironclad, which was inspired by the USS Monitor and the CSS Virginia from the naval engagement at Hampton Roads in 1862 during the American Civil War. It is very slow, but it is powerful and can decimate wooden ships. It can bombard city fortifications, but cannot enter ocean tiles. It is useful for defending your home ports and finishing off those pesky neighbors on your home continent. Ironclads typically have a short life span in Civilization IV, since they are soon replaced by the more powerful and versatile Destroyer. If you choose to use them, beeline Steel, and start building some Dry Docks while your are researching Steam Power. Then hook up those Coal assets and crank out a few of these wooden ship annihilators. The initial promotions for Ironclads should be Flanking I, Navigation I and II, and Sentry to improve their movement rate and vision. Any additional experience points earned by your Ironclads should be used for the Combat promotions.

Destroyers are the fastest ship in Civilization IV, with an initial movement of up to eight tiles per turn. The Destroyer has a small (30%) chance of intercepting enemy aircraft, and is also very good at search and destroy missions against enemy submarines (which are invisible to most other units). The Destroyer can perform a variety of roles with the right promotions; build them early and often, you can never have too many Destroyers. Role number one is reconnaissance: the Recon Destroyer is given the Flanking I/Sentry promotions to improve their visibility range, then the Navigation I and II promotions to improve their movement rate and increase the area they can reconnoiter. The Recon Destroyer makes up the picket line around your invasion fleets, scouting the surrounding seas for trouble. They should also be stationed off your coastlines to protect your port cities and fishing fleets. Role number two is Assault: the Assault Destroyer is given the Combat I/Combat II/Combat III/Blitz/Combat IV/Combat V promotions, and is used to attack and eliminate any threats detected by your Recon Destroyers. The final role for these versatile ships is the Hospital Destroyer. As before, these ships initially receive the Combat I/Medic I/Medic II promotions. Place one or two in with your invasion fleets to help heal your ships if they are attacked en route to their target. Move a Hospital Destroyer into a newly captured city to improve the healing rate of of your city defenders, and to help defend against enemy counter attacks by aircraft. Additional promotions for your Hospital Destroyers should be Flanking I, Navigation I and II. This will allow your Hospital Destroyers to get to where they are needed faster. If desired, attach a Warlord to a Hospital Destroyer and give it the Medic III promotion.

The Transport is a cargo ship. The depiction of the Transport in Civilization IV suggests that it was inspired by the Higgins Boat type Landing Craft used by the Allies for beachhead landings during World War II. The Transport can carry up to four units and can enter ocean tiles, but it is extremely vulnerable to airplanes and modern warships. The initial promotions for Transports should be the Flanking I and Navigation I promotions. This will increase a Transport's movement rate to six, the same as a Battleship. You should escort your Transports with Battleships at all times. After the initial promotions, give your Transports the Combat promotions to improve their survivability when under attack. For additional promotions, consider Medic I & II, especially if you like to load your transports with land units having the Amphibious promotion (aka sending in the Marines).

The Battleship is the most powerful warship in Civilization IV. It can sink most other ships it encounters (although it is vulnerable to submarine and air attack). In addition, when attacking, the Battleship causes collateral damage to other enemy naval units sharing the target's tile. The Battleship is your most effective ship for bombarding city defenses (-20%/turn), and it is the only naval unit that can receive the Barrage line of promotions, which will increase the amount of collateral damage a Battleship can dish out. The initial recommended promotions for Battleships are Combat I/Barrage I/Combat II/Barrage II/Combat III/Blitz/Combat IV/Barrage III/Combat V. If you earn additional promotions beyond those, consider the Drill line of promotions.
 
MODERN ERA NAVAL UNITS

The Modern Era ushers in the final round of naval ships, and the Beyond the Sword Expansion Pack added three powerful new ships for your modern Navy. The following ships become available during the Modern Era:

CARRIER [16 STR, 5MV, 3C*] Requires FLIGHT plus OIL or URANIUM
*carries 3 Fighters
not upgradeable

SUBMARINE [24 STR, 6MV, 3C*] Requires RADIO plus OIL or URANIUM
*carries 3 missiles (this is a change for BtS only)
invisible to most units
can see submarines
can move through impassible terrain (polar ice packs)
can explore rival territory
can withdraw from combat (50% chance)
not upgradable

ATTACK SUBMARINE [30 STR, 7 MV, 1C*] Req. ROCKETRY & RADIO & COMBUSTION plus URANIUM
new unit for BtS only
*carries 1 scout/explorer/missionary/spy/great person
invisible to most units
can see submarines
can move through impassible terrain (polar ice packs)
can explore rival territory
can withdraw from combat (50% chance)
+50% versus Submarines
not upgradeable

MISSILE CRUISER [40 STR, 7 MV, 4C*] Requires ROBOTICS plus OIL or URANIUM
new unit for BtS only
*carries 4 missiles
causes collateral damage
can bombard cities (-20%/turn)
not upgradeable

STEALTH DESTROYER [30 STR, 8 MV, 0C] Requires ROBOTICS & STEALTH plus OIL or URANIUM
new unit for BtS only
invisible to most units
can see stealth ships
can intercept aircraft (50% chance)
can bombard city defenses (-16%/turn)
not upgradeable

Carriers have a fairly decent strength rating of 16, but their main asset is the ability to carry up to three fighters (Turboprop or Jet). These fighters can defend the fleet against enemy aircraft, they can scout the surrounding ocean ocean tiles for enemy ships, and they can attack enemy cities and units. A Carrier's initial promotions should be Flanking I & Navigation I so they can keep pace with your Battleships and Transports. After that, give your Carriers the Combat I/Medic I/Medic II promotions. The Medic promotions will help your Carrier based aircraft to heal quicker.

Submarines are invisible to most units. They can explore rival territory, and they can carry up to three missiles. (Note: this is a change for BtS only. In vanilla Civ IV and Warlords, submarines carry one Scout, Explorer, Missionary, Great Person or Spy.) Submarines are vulnerable to enemy Destroyers and Submarines, especially the new Attack Submarine in Beyond the Sword! One of the Submarine's special abilities is a 50% chance of withdrawal from combat. Submarines start with a movement rate of 6. Destroyers can not only detect submarines, but can run them down and send them to Davy Jones' Locker! To increase their chances of survival, the initial promotions for Submarines should be Flanking I/Navigation I/Navigation II/Sentry. Beyond that, consider the Combat line of promotions for your submarines, and mix in the Medic promotions if your subs are still getting damaged.

The Beyond the Sword Expansion Pack has made submarines much more deadly by giving them the ability to carry up to three missiles. These can be Guided Missiles, Tactical Nukes, or a combination of the two.

Submarines with Guided Missiles can be used to search the seas or defend your coastline from enemy fleets. Soften up the enemy ships with the Guided Missiles, then send your submarine in for the final kill. This tactic is very effective if you deploy your submarines using the "Wolf Pack" strategy. Send out three or four submarines in a stack or, more effectively, spaced two or three tiles apart to increase their search radius. Once you detect the enemy fleet, have all the subs converge on the targets. Drop 9 to 12 Guided Missiles on an enemy fleet, and let your submarines rack up the easy kills.

Including a submarine or two loaded with Tactical Nukes along with your invasion fleets allows you to employ the always popular "nuke 'em till they glow and shoot 'em in the dark" invasion tactic. Knock down the city defenses with a nuke and send in the Marines. Raze the city, rinse and repeat. If you decide to keep the glowing city for your expanding empire, air lift in a couple of Workers and start scrubbing that fallout!

The Attack Submarine is a new unit for Beyond the Sword only. It is the ultimate defense against enemy submarines, with a +50% attack bonus. They are invisible to most units, and they can explore rival territory. Attack Submarines can carry one Scout, Explorer, Missionary, Great Person or Spy. Attack Submarines are your first line of defense against enemy submarines. You need to be able to detect the enemy subs, and then be able to get to them, so the initial promotions for Attack Submarines should be Flanking I/Sentry, followed by Navigation I and II. For additional promotions beyond this, promote your Attack Submarines up to Combat III, then give them the Blitz promotion for the multiple attack option.

The Missile Cruiser is a new unit for Beyond the Sword only. Although it arrives fairly late in the game, it is the most deadly ship to roam the seas, with top of the line strength and the ability to carry up to four missiles. Like the Battleship it is designed to replace, Missile Cruisers can receive the Barrage line of promotions. Missile Cruisers can carry any combination of up to four Guided Missiles or Tactical Nukes, and they should use their missiles in the same manner as described in the Submarine section above. Because the Missile Cruiser is a replacement for the Battleship, it should receive the same line of promotions listed in the Battleship section above.

The Stealth Destroyer is a new unit for Beyond the Sword only. It is a powerful late-game naval unit that is invisible to all other units except other Stealth Destroyers. The Stealth Destroyer must be deployed differently from its visible cousin, since it lacks some of the Destroyer's functionality. Stealth Destroyers can not detect submarines, so if you upgrade your visible Destroyers, be prepared to build a lot of Attack Submarines to compensate for this. In addition, Stealth Destroyers are not suited for convoy escort duties due to their invisibility; attacking ships can't hit what they can't see, so they will ignore the Stealth Destroyer and attack the remaining ships in the fleet. The primary mission of the Stealth Destroyer, therefore, is to defend your fleets and coastal cities from enemy Stealth Destroyers. Two lines of promotions are suggested for your Stealth Destroyers. The Recon Stealth Destroyer should given the Flanking I/Sentry/Navigation I and II promotions, same as its visible counterpart. Your Assault Stealth Destroyers should be given the Combat I/Combat II/Combat III/Combat IV/Combat V promotions.

For an excellent discussion of modern navel strategy for the Beyond the Sword Expansion Pack, refer to the following thread in the civfantics.com forums by Plato90s:

http://forums.civfanatics.com/showthread.php?t=243068
 
APPENDIX 1 - PROMOTIONS FOR NAVAL UNITS

Barrage I +20% collateral damage
Barrage II +30% collateral damage
Barrage III +50% collateral damage

Blitz can attack multiple times per turn (req. Combat III and MILITARY SCIENCE)

Combat I +10% Strength
Combat II +10% Strength
Combat III +10% Strength
Combat IV +10% Strength; +10% Health in Neutral Tiles
Combat V +10% Strength; +10% Health in Enemy Tiles

Drill I +1 First Strike
Drill II +1 First Strike; suffers 20% less collateral damage
Drill III +2 First Strikes; suffers 20% less collateral damage
Drill IV +2 First Strikes; suffers 20% less collateral damage

Flanking I +10% Withdrawal Chance
Flanking II +20% Withdrawal Chance; Immune to First Strikes

Medic I Heals units in same Tile extra 10%/Turn (requires Combat I)
Medic II Heals units in adjacent Tiles extra 10%/Turn

Navigation I +1 Movement (requires Flanking I)
Navigation II +1 Movement

Sentry +1 Visibility Range (requires Flanking I or Combat III)


Special promotions available if unit is lead by a Warlord

Combat VI +25% Strength

Leadership +100% Experience from combat

Medic III Heals units in same Tile extra 15%/Turn and
Heals units in adjacent Tiles extra 15%/Turn

Morale +1 Movement range

Tactics +30% Withdrawal Chance
 
Looks good, but one minor detail: The Caravel was introduced in Vanilla Civ4, while the Carrack was introduced as the Portuguese UU in BTS.
 
"Your naval units with damage will recover faster in a city with a Dry Dock."

Is this confirmed in the Civilopedia or somewhere? I never knew this.
 
"Your naval units with damage will recover faster in a city with a Dry Dock."

Is this confirmed in the Civilopedia or somewhere? I never knew this.

Well, I though I had read this somewhere, but I cannot find the reference now:confused: It is not in the Civilopedia for any of the three versions of Civ IV; maybe I'm remembering something from one of the previous incarnations of Civ:confused: :confused:

I will remove this statement; thanks for your feedback:hatsoff: I'll also try and see if I can confirm this in my current game:blush:
 
ok thanks. I think drydocks can be so powerful even now on the right maps, the -1 health is nothing. in fact I think this is one of the most underrated buildings to have.

good writeup on naval, by the way.
 
Good article, the only thing I would like to add is building Heroic Epic on the coastal city since the bonus also applies to naval units creation
 
Mostly a good article, but you've made a drastic error in the stealth destroyer entry:

Grifftavian said:
The Stealth Destroyer is a new unit for Beyond the Sword only. It is a powerful late-game naval unit that is invisible to all other units except other Stealth Destroyers. Your Stealth Destroyers can assume the same roles and responsibilities in your fleet as those described in the Destroyer section above. However, because the Stealth Destroyer has a greater chance of intercepting aircraft and can detect enemy Stealth Destroyers, the priority line of promotions for your Stealth Destroyers should be the same as those listed for the Recon Destroyer.

Stealth destroyers can't take up the role of destroyers because they can't detect subs like destroyers can, and they also aren't much use as escort as they'll just be bumped out the way without combat by any unit except another stealth destroyer. Essentially stealth destroyers exist purely for countering other stealth destroyers.
 
Good article, the only thing I would like to add is building Heroic Epic on the coastal city since the bonus also applies to naval units creation
Thanks, I'll add that to the article.

HE gives a 100% production bonus for military units, which would apply to naval units if HE is built in a coastal city.

Your post also made me realize that building the West Point national wonder in a coastal city would also give naval units the extra +4 EP, so I'll add a a note about that too.
 
Mostly a good article, but you've made a drastic error in the stealth destroyer entry:

Stealth destroyers can't take up the role of destroyers because they can't detect subs like destroyers can, and they also aren't much use as escort as they'll just be bumped out the way without combat by any unit except another stealth destroyer. Essentially stealth destroyers exist purely for countering other stealth destroyers.

Well, I :blush: assumed :blush: that Stealth Destroyers functioned the same as regular Destroyers, but I see now that was incorrect:eek:

Thanks for reviewing my article and providing the correction, I will revise the information for Stealth Destroyers per your comments.
 
Grifftavian said:
You don't have to actually sail around the world to get the movement bonus, only have an unbroken line of revealed map tiles around the world.

Not sure on this, but I think the circumnavigation bonus can be gained even if your explored areas aren't contiguous. As long as you have a square mapped at every point along the x axis.

Great article BTW.
 
Not sure on this, but I think the circumnavigation bonus can be gained even if your explored areas aren't contiguous. As long as you have a square mapped at every point along the x axis.

Great article BTW.
I never thought about it that way, but what you say makes sense, at least from a programming point of view. Easier to write the code to only check the x-axis and not care about y-axis. Maybe someone who knows more about the core game mechanics could verify. If so, I'll update that section of the article.

Thanks for reviewing the article and providing some feedback:)
 
I never thought about it that way, but what you say makes sense, at least from a programming point of view. Easier to write the code to only check the x-axis and not care about y-axis. Maybe someone who knows more about the core game mechanics could verify. If so, I'll update that section of the article.

Thanks for reviewing the article and providing some feedback:)

Yes, this is correct. I don't know about core game mechanics, but I think 90% of the times that I get the circumnav bonus I never got my ships to link. I do the east-west run like you pointed out, but if I run into another continent, usually on the opposite side of the planet, I run one ship NW and the other SE in case I come across a patch of impassable ice. Several times I do hit the ice at one of the poles, and the other ship can continue around to snag the bonus while the other ship backtracks... But the paths rarely meet.
Great article:goodjob: , still playing only warlords, but this really is pushing me to go out and get BtS!
 
Yes, this is correct. I don't know about core game mechanics, but I think 90% of the times that I get the circumnav bonus I never got my ships to link. I do the east-west run like you pointed out, but if I run into another continent, usually on the opposite side of the planet, I run one ship NW and the other SE in case I come across a patch of impassable ice. Several times I do hit the ice at one of the poles, and the other ship can continue around to snag the bonus while the other ship backtracks... But the paths rarely meet.
I've gotten the circumnavigate bonus without my caravels linking up, but it was because of map trading with a newly encountered Civ. But I don't recall if the map tiles were contiguous, or just all the x-axis points. Anyway, I'll update the article, since I think you guys are correct.
Great article:goodjob: , still playing only warlords, but this really is pushing me to go out and get BtS!
Well actually, BtS would make a great present to yourself for any of the following upcoming "holidays"...

Ground Hog Day
Ash Wednesday
Valentine's Day
George Washington's Birthday
Leap Day
The Ides of March

Hope you treat yourself to this nice gift soon, and Thanks for reviewing my article:)
 
Nice job on the guide but I have a few comments.

First off I would promote down the combat line instead of the drill. Drill only helps if you are vastly stronger than the enemy. If he has combat I, your drill I will lose most of the time. The only time I would use drill would be privateers versus galleys or destroyers versus frigates.


Another useful trick is to take advantage of the 10% defensive bonus in coastal water. Always have the enemy attack you on the coast instead of attacking him.


With limited counters and with combat promos being the best, sea combat comes down to brute force and numbers. At least until you get planes and missiles which can yield nice tactical advantage to the player.


One trick that has helped me in the past is producing two tiremes while running Theocracy and Vassalage to get two promotions if you are Charismatic. Get Navigation I and when you hit optics, upgrade to caravels for the faster movement to help in the trip around the world.


Sending a sentry promoted explorer as a passenger also helps. With the explorer you can sometimes pop a hut or with open borders run across a blocking continent. Missionarys can also make nice additions to your caravel to convert an unlucky civ who does not have a rligion to the true faith.
 
Nice job on the guide but I have a few comments.

First off I would promote down the combat line instead of the drill. Drill only helps if you are vastly stronger than the enemy. If he has combat I, your drill I will lose most of the time. The only time I would use drill would be privateers versus galleys or destroyers versus frigates.
Well, I've done some experiments using WorldBuilder, and I've convinced myself that you are correct; Combat I almost always defeats Drill I. So thanks for the information, I'll revise the article, and I guess I'll have to revise the way I've been playing, too:blush:

Another useful trick is to take advantage of the 10% defensive bonus in coastal water. Always have the enemy attack you on the coast instead of attacking him.
Opps, forgot about that. Doesn't help you invading Armada when you've set sail to capture that Holy City on the next continent, but I'll add this note to the write-up on defending your coastal cities and fishing boats:)


One trick that has helped me in the past is producing two tiremes while running Theocracy and Vassalage to get two promotions if you are Charismatic. Get Navigation I and when you hit optics, upgrade to caravels for the faster movement to help in the trip around the world.

Sending a sentry promoted explorer as a passenger also helps. With the explorer you can sometimes pop a hut or with open borders run across a blocking continent. Missionarys can also make nice additions to your caravel to convert an unlucky civ who does not have a rligion to the true faith.
:goodjob: Excellent to outstanding! I'll add your tips to my article; thank you for reviewing it and providing the comments:D
 
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