Lighthouse should add 1 commerce

I agree that astronomy and optics both need a little buffing, especially on maps where a navy is not useful.
 
Add this to Sailing:

-> Special abilities: Workboats can sound coast Plots

Add this to Lighthouse:

-> +1 Trade on sounded local sea Plots


A sounded tile is visualised by adding a buoy. Unlike fising boats sounding a plot will not consume the work boats.


This will buff the Lighthouses and sea plots yet the buoy can be pillaged by naval units. So this will also encourage the building of early naval units to protect your own coast or destroy the waymarks on your enemies coast ( pillage his sounded Tiles) and thus hurting the seatrade.


What do you think ?



By fire be purged

dynablaster

Sounds like a good idea to me.
 
I like this idea, too. at least it's a start, though, I don't see the point in making the +1 trade dependent on the light house. It could just be a water tile improvement that work boats gain the ability to build with a certain tech.

Sure would be nice if trade routes were more... tangible. Preying on trade ships and setting up blockades would be excellent.
 
This wont create any motivation to fight for the seas, will it ? Water is incredibly boring in civ4 as well as in ffh2.

Nobody will be interested to fight for the seas, if there is actually nothing to fight for. And there hardly is anything except maybe if someone is trying some D-Day on you.

In fact, in almost every case 1 Raider will hurt your economy harder then 20 Man o War.

In conclusion: Give us something to fight for. Buff Water!

I agree that sea is really underwhelmed both in civ4 and FfH2, fleet actually is all about defending from enemy invasion or supporting an invasion in enemy territory.
But the problem is not based on the fact that coastal cities on the long run become weaker than landlocked cities.Main problem are 2:

1)some ships have no option to bombard coastal tiles, which would make building a huge fleet a good military option

2)there are no resources, or even features which would make deep sea important to control.
 
I agree that astronomy and optics both need a little buffing, especially on maps where a navy is not useful.

Astronomy has a nice wonder, but I agree on Optics yeah.
 
Sure would be nice if trade routes were more... tangible. Preying on trade ships and setting up blockades would be excellent.

I think this is already possible.. not sure though (if you occupy all tiles around a port).
 
I agree that sea is really underwhelmed both in civ4 and FfH2, fleet actually is all about defending from enemy invasion or supporting an invasion in enemy territory.
But the problem is not based on the fact that coastal cities on the long run become weaker than landlocked cities.Main problem are 2:

1)some ships have no option to bombard coastal tiles, which would make building a huge fleet a good military option

2)there are no resources, or even features which would make deep sea important to control.


I think the seas never play a major role in this game. It is the game design of civ4 I dont think this will ever change a lot in FFH2 and it is better this way. Why do i think so?
I doubt important seas like in Alpha Centaury were part of the original FFH2 game design. Changing the basic design while in mid work is really a bad idea and would screw the mod over.

Yet i think small additions to make the seas a bit more interesting would be cool. this is why i advocate the coast tile improvement. It will motivate fights in the water, not for control of the deep sea we will never see this, but at least for control of your coast.



By fire be purged

dynablaster
 
I agree that sea is really underwhelmed both in civ4 and FfH2, fleet actually is all about defending from enemy invasion or supporting an invasion in enemy territory.
But the problem is not based on the fact that coastal cities on the long run become weaker than landlocked cities.Main problem are 2:

1)some ships have no option to bombard coastal tiles, which would make building a huge fleet a good military option

2)there are no resources, or even features which would make deep sea important to control.
Solution to #2:
  1. Have a Ocean-only terrain improvement that spawns at the start of the game called, say, "Sleeping Old Ones"
  2. Once Octopus Overlords is researched, "Sleeping Old Ones" infrequently spawn an "Old One". An "Old One" would be a strong (perhaps 20 with a some Affinity:3) Water-Walking unit that would preferably attack anything (with one exception, below). This would likely be emulated by having it owned by the Barbarian player.
  3. Any unit with the Octopus Overlords promotion where the owner has the Octopus Overlords religion gains a special ability when within 1 plot of an Old One: Sacrifice. This kills the unit, and gives the owner of that unit a temporary peace (10 turns?) with the Barbarians (or otherwise makes it less likely, for a short time, that that Old One will attack them).
At least in the early-mid game (before a unit of this strength is largely irrelevant), this would have those with Octopus Overlords wanting to station a cheap ship with a sacrificial Zealot at certain points to prevent destruction. It would have those without Octopus Overlords considering keeping mobile fleets to protect themselves from onslaughts.
 
Blaze's Maxmod had a feature where a Lanun fishing boat could sacrifice itself to build a coastal cottage (adding commerce on coastal water tiles), and that seemed pretty good to me. The game apparently already had graphics for these cool little settlements on the shoreline to represent it, which I thought was great.
Seems to me like a good idea to allow for everyone - makes water tiles useful as an investment and makes defending them more important. Also makes sense with Hannah's 'raider' trait to have viking raiders pillaging coastal villages.

But yeah the lighthouse is exorbitantly expensive (especially for low-hammer coastal cities) just to make water squares vaguely useful (and still not even on par with most developed land squares).
 
Back
Top Bottom