wanderer6552
Chieftain
As a result of various discussions with others (you know who you are) on subject of Armies, I'm starting a new thread on the subject of the desirability of having 'Maritime' as one of the proposed new civ traits for future Civ versions. Any & all contributions are welcome.
Here's a summary of my recently posted thoughts ...
wanderer6552
NEW CIV TRAITS - 'MARITIME'
Jul 25, 2002 08:30 PM
Re discussions about extra civ qualities, I've thought for a while that 'maritime/sea-faring/piratical' (somrthing like that) could be a goer. Similar to militaristic, but on sea. 'Sea-faring' civs could maybe start with map-making; build cheaper ships, harbours, etc.; maybe have UU ships or their ships could maybe have increased movement, A/D/HP, visibility range, etc. And they could generate maritime GLs if they win combat - GLs could appear on victorious ship or on nearby land, etc. Any thoughts, people?
Jul 26, 2002 09:40 PM
Historical maritime civs included:-
* Greeks/Minoans (founded colonies at Syracuse in Sicily, Marseilles at the mouth of the Rhone in S.France, & around edges of Black Sea - Minoans in Crete were superb seaman & traders from the earliest times);
* Phoenicians/Carthaginians (originally colony of Phoenicia - pioneered many trade routes throughout Mediterranean & as far as British Isles, esp. for tin from Cornwall which is essential for turning soft copper into harder bronze, Carthage's control of most of [esp. western] Mediterranean trade routes via her trade network & strategic position opposite Sicily was largely responsible for wars with Rome leading to her destruction);
* Vikings (explored from east coast of N.America all the way to the rivers of eastern Russia, founded Kiev & the early Russian state, Viking traders & settlers portaged their smaller river longboats between Russian rivers to reach as far as Constantinople, for several centuries Viking pirate fleets were the terror of any European coastal town & any inland river town as far as their shallow-draught longboats could reach - best case I know to have NAVIGABLE RIVERS in Civ3);
* English - 'nuff said;
* Arabs & Indians - controlled or involved in much of trade from China thru Indian Ocean to Middle East & thence Europe;
* Polynesians - some of the greatest if unrecognized seafarers of all time - colonized much of the (HUGE!) Pacific Ocean as far as Easter Island, New Zealand (can't you just see it ... "Greetings, I am King Raratonga of the Polynesians, would you like to trade or can I offer you a nice hungi?" - ;
* Later, obviously Spanish, Portugese, Dutch, French, etc.
* That's one of the reasons I liked the Caravan unit in Civs 1&2 - you were tempted to load a ship full of caravans & go exploring to see who you could trade with;
* Interesting to see the nexus between techs - seafaring, fishing, trade & piracy often went hand-in-hand (even today in S.E.Asian waters part-time fisherman are often also part-time pirates), astronomy & navigation stimulated needs of trade, both seaman & caravans (the original camel-in-the-desert variety) used astronomy to navigate across trackless sand & sea wastes, needs of navigation stimulated development of chronometers, clocks & other finely-crafted precision instruments as well as optics, ... I could go on but you get the idea.
* Bonuses? Mmmm.... how about some combination of :-
- MARITIME civs start with map-making;
- MARITIME civs could start with free trireme ... mmmm ... could be tricky trying to start a trireme on dry land before your first city is built, esp. if you started in Switzerland or Outer Mongolia, eh? ... OK, scrub that idea;
- MARITIME civs could build ships (All ships? Only sailing/wooden ships? Dunno) for, say, 1/2 or 3/4 shield cost;
- MARITIME civs could build maritime improvements e.g. harbours, coastal fortresses, shipyards for reduced cost;
- MARITIME civs' should definitely have 1 extra movement pt. (to reflect superior seamanship), & possibly 1 extra A/D/HP, or perhaps 1 HP bonus, or some combination (to reflect better training, practice, leadership, experience, etc.)
- Really think we need some city improvement similar to but different from the Civ2 Port Facility in order to build anything from Ironclads on up ... eg 'OK, you've discovered how to build Battleships/Carriers but first City X needs to build a Shipyard improvement in order to build Battleship' ... after all, you might be able to build a wooden trireme on the beach in a harbour, but you can't build a Battleship like that, can you? ... just trying to add more realism to game ... for city to be able to build a Shipyard, maybe it would have to be connected by railroad to iron & coal trade ... after all, you can't really shift all those 1000's of tons of metal plate, steam engines, guns, armour plate, etc. in horse-drawn wagons down dirt roads, can you?
Acknowledgements to bobgote & Ozy & anyone else who sparked my brainbox

Cheers
Here's a summary of my recently posted thoughts ...
wanderer6552
NEW CIV TRAITS - 'MARITIME'
Jul 25, 2002 08:30 PM
Re discussions about extra civ qualities, I've thought for a while that 'maritime/sea-faring/piratical' (somrthing like that) could be a goer. Similar to militaristic, but on sea. 'Sea-faring' civs could maybe start with map-making; build cheaper ships, harbours, etc.; maybe have UU ships or their ships could maybe have increased movement, A/D/HP, visibility range, etc. And they could generate maritime GLs if they win combat - GLs could appear on victorious ship or on nearby land, etc. Any thoughts, people?
Jul 26, 2002 09:40 PM
Historical maritime civs included:-
* Greeks/Minoans (founded colonies at Syracuse in Sicily, Marseilles at the mouth of the Rhone in S.France, & around edges of Black Sea - Minoans in Crete were superb seaman & traders from the earliest times);
* Phoenicians/Carthaginians (originally colony of Phoenicia - pioneered many trade routes throughout Mediterranean & as far as British Isles, esp. for tin from Cornwall which is essential for turning soft copper into harder bronze, Carthage's control of most of [esp. western] Mediterranean trade routes via her trade network & strategic position opposite Sicily was largely responsible for wars with Rome leading to her destruction);
* Vikings (explored from east coast of N.America all the way to the rivers of eastern Russia, founded Kiev & the early Russian state, Viking traders & settlers portaged their smaller river longboats between Russian rivers to reach as far as Constantinople, for several centuries Viking pirate fleets were the terror of any European coastal town & any inland river town as far as their shallow-draught longboats could reach - best case I know to have NAVIGABLE RIVERS in Civ3);
* English - 'nuff said;
* Arabs & Indians - controlled or involved in much of trade from China thru Indian Ocean to Middle East & thence Europe;
* Polynesians - some of the greatest if unrecognized seafarers of all time - colonized much of the (HUGE!) Pacific Ocean as far as Easter Island, New Zealand (can't you just see it ... "Greetings, I am King Raratonga of the Polynesians, would you like to trade or can I offer you a nice hungi?" - ;
* Later, obviously Spanish, Portugese, Dutch, French, etc.
* That's one of the reasons I liked the Caravan unit in Civs 1&2 - you were tempted to load a ship full of caravans & go exploring to see who you could trade with;
* Interesting to see the nexus between techs - seafaring, fishing, trade & piracy often went hand-in-hand (even today in S.E.Asian waters part-time fisherman are often also part-time pirates), astronomy & navigation stimulated needs of trade, both seaman & caravans (the original camel-in-the-desert variety) used astronomy to navigate across trackless sand & sea wastes, needs of navigation stimulated development of chronometers, clocks & other finely-crafted precision instruments as well as optics, ... I could go on but you get the idea.
* Bonuses? Mmmm.... how about some combination of :-
- MARITIME civs start with map-making;
- MARITIME civs could start with free trireme ... mmmm ... could be tricky trying to start a trireme on dry land before your first city is built, esp. if you started in Switzerland or Outer Mongolia, eh? ... OK, scrub that idea;
- MARITIME civs could build ships (All ships? Only sailing/wooden ships? Dunno) for, say, 1/2 or 3/4 shield cost;
- MARITIME civs could build maritime improvements e.g. harbours, coastal fortresses, shipyards for reduced cost;
- MARITIME civs' should definitely have 1 extra movement pt. (to reflect superior seamanship), & possibly 1 extra A/D/HP, or perhaps 1 HP bonus, or some combination (to reflect better training, practice, leadership, experience, etc.)
- Really think we need some city improvement similar to but different from the Civ2 Port Facility in order to build anything from Ironclads on up ... eg 'OK, you've discovered how to build Battleships/Carriers but first City X needs to build a Shipyard improvement in order to build Battleship' ... after all, you might be able to build a wooden trireme on the beach in a harbour, but you can't build a Battleship like that, can you? ... just trying to add more realism to game ... for city to be able to build a Shipyard, maybe it would have to be connected by railroad to iron & coal trade ... after all, you can't really shift all those 1000's of tons of metal plate, steam engines, guns, armour plate, etc. in horse-drawn wagons down dirt roads, can you?
Acknowledgements to bobgote & Ozy & anyone else who sparked my brainbox

Cheers