Just some questions.

TheDuckOfFlanders

the fish collecter
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I'm in the making of a colonization scenario spanning the whole world.

In this scenario ,i wan't to make a good navy very important ,in term's of trade.
i would it make it that way so that every ship would actually be a carrier (with an defense of 1) ,carying cannons and saillors (air unit's,with a range of 1 and good attack & defence strentgh) on a sea full of invisible fortresses.In the game ,i wanna create trade goods (spices ,silever,...) by events on a lot of places in the world ,wich would bring in lot's of gold if you would ship it to youre capital.Or if you would plunder it.

questions:

Is there some way that you could move trade goods with carriers?(or even regullar troops)

Can you create "trading centers" in civ ,city's that would give a far better revenue's if you would move trade goods in it?
 
The transport and carrier flags cannot both be activated for the same unit or troops carried will be left sleeping in the sea.

The AI is notoriously stupid for using transports to carry caravans.

The bonus for delivering goods is based on distance and there is an extra bonus if the caravan is delivered to a different continent.
 
Is it possible to have sea attacking/defending troops toghether in transports with caravans anyway?
I would want it so that naval battle's wouldn't be fought by the ship's themselfs but by the unit's they carry (like cannons,..) against the unit's that opponent ship's carry (mushroom's,...), and this while they even carry caravan's.(heh)
Anyway i don't think it's possible.
(euh)
.
 
One way to do it, is to use short range missile type units, that can be carried by carrier type ships. There are some downfalls to this, though, since you cannot get both. Ordinary land units and "missiles". I'm not sure how it works really, except I've seen this kind of solution before.

Hopefully Civ3 will come with some expanded possibilities for "combining" flags. That could be very interesting.

If your scen is taking place in the era of colonialism, you could have powerful cannon units which are missiles. Ordinary troops wouldn't really fight out battles at sea, I think. It would be left with the ships crew and it's cannon decks.

As for the trade, there's a great trick, that Henrik mentioned some time ago. In the map editor, make the areas where you want to boost revenue from trade into seperate continents, totally separated by water.
Then, when you do the scenario, in cheat mode, change the tiles back into land, so it looks like you want. The "continents" will still be there, and you'll get bonus trade from these areas.
smileyshot2.gif
 
Thanks for that continent trick, i can use it.
I know it possible to make caravans air units, but they can't make trade route's anymore then.Have a trick for that? it would save my problem.
(maybe something in T.O.T ?)
 
Units with the submarine flag can cary missiles and can be set to cary land units as well. I'm not sure if they can carry both types simultaneously though.
 
Unfortunately, there are no ways of combining the trade role with other domains. I once wished for a "merchant ship" to replace the freight. But nothing worked. -I have to warn you from too much combining of "carrier" and "holds" flags for ships. Especially the AI has a really hard time figuring out what to do with it. I'm talking from own experience. I simply ended up with traditional ship types, with holds etc for ground units.

I think you can make the AI play ships and naval skirmishes quite aggressively, if you use a lot of units for ships. Try check Henriks scenario "Carolus". It is a great example of some naval warfare that works quite well. I'll remember to ask him next time I see him, if he made some special customization for that.
 
...on a sea full of invisible fortresses.<hr></blockquote>

From what I've read, you may want to test AI behavior closely before expending the time making fortresses. Apparently, the AI has a strong tendency to sit in fortress squares forever.
 
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