Hello everyone,
In this thread, I would like to discuss the opportunity of putting into place a movement system that makes movement in naval combat more dynamic without having to add new 3d models or tile types.
Indeed, one of the things I find most unappealing with naval combat in Civ V is how, because of the lack of terrain costs, the dynamism of land combat is totally absent which, within in the context of a turn-per-turn 4X game, makes naval warfare more about numbers and range than true tactics.
Thus, I would like to propose and exchange with you about ways to spice this all up a bit.
As you know, there are only three possible types of tiles for naval units to pass through : coastal / lakes, atolls and oceans. Here is how I would envision them in the system I propose, which would try to add (some)
Coastal / Lake Tiles - The Rough Terrain of the Seas
As you may know, coastal waters are far from safe for ships. Between reefs, rocks and shoals, it has always been a difficult job to guide ships safely, hence the importance of knowledge and outside help (for example from lightouses). Hence, I propose that we make coastal areas more difficult to traverse for all ships by costing 2 MP per tile. This, of course, means that we need to adapt the amount of MP ships have in order for gameplay to stay enjoyable. I propose 6 MP as the base movement for ships, with the addition of the "Ignore Terrain cost in owned territory" promotion for all naval Units, so that, once a territory is well known, it can be traversed much more quickly.
This movement cost change, alongside the bonus granted to ships in owned territory, will provide an interesting homefield advantage while still allowing those who want to use Ocean tiles for fast travel to quickly move around.
Atoll Tiles - The Defensible Blindspots
The other big change I would like to promote is for Atolls. They are, aside of land tiles, the only type of sea aside from the two "flat" ones, and it has the potential to be transformed into an interesting tactical element. Indeed, it could not only be provided a elevation change to make it difficult to see through it, but a defense bonus (something like +25% CS) and a movement penalty to enter the tile should also be applied I think (4 MP cost perhaps ?). With these simple changes, hiding behind atolls or using them as pivots for defensive tactics could be possible.
That's all. As I said, I do not think it is possible to add other elements to water tiles, but at least we can do some things. As always, thanks for reading, and have a good day.
In this thread, I would like to discuss the opportunity of putting into place a movement system that makes movement in naval combat more dynamic without having to add new 3d models or tile types.
Indeed, one of the things I find most unappealing with naval combat in Civ V is how, because of the lack of terrain costs, the dynamism of land combat is totally absent which, within in the context of a turn-per-turn 4X game, makes naval warfare more about numbers and range than true tactics.
Thus, I would like to propose and exchange with you about ways to spice this all up a bit.
As you know, there are only three possible types of tiles for naval units to pass through : coastal / lakes, atolls and oceans. Here is how I would envision them in the system I propose, which would try to add (some)
Coastal / Lake Tiles - The Rough Terrain of the Seas
As you may know, coastal waters are far from safe for ships. Between reefs, rocks and shoals, it has always been a difficult job to guide ships safely, hence the importance of knowledge and outside help (for example from lightouses). Hence, I propose that we make coastal areas more difficult to traverse for all ships by costing 2 MP per tile. This, of course, means that we need to adapt the amount of MP ships have in order for gameplay to stay enjoyable. I propose 6 MP as the base movement for ships, with the addition of the "Ignore Terrain cost in owned territory" promotion for all naval Units, so that, once a territory is well known, it can be traversed much more quickly.
This movement cost change, alongside the bonus granted to ships in owned territory, will provide an interesting homefield advantage while still allowing those who want to use Ocean tiles for fast travel to quickly move around.
Atoll Tiles - The Defensible Blindspots
The other big change I would like to promote is for Atolls. They are, aside of land tiles, the only type of sea aside from the two "flat" ones, and it has the potential to be transformed into an interesting tactical element. Indeed, it could not only be provided a elevation change to make it difficult to see through it, but a defense bonus (something like +25% CS) and a movement penalty to enter the tile should also be applied I think (4 MP cost perhaps ?). With these simple changes, hiding behind atolls or using them as pivots for defensive tactics could be possible.
That's all. As I said, I do not think it is possible to add other elements to water tiles, but at least we can do some things. As always, thanks for reading, and have a good day.