More Realistic Naval warfare

TGNLPp

Chieftain
Joined
Jul 16, 2004
Messages
11
Something thats always bothered me about the civ games, aside from the lack of naval warfare, is the unrealistic(in my oppinion) way its conducted. Im not saying this will definetly make it more fun, but im throwing it out there for discussion if anyones interested. I only saw the capturing ships part mentioned before. (speaking of which, can we get an option to search just this suggestion forum, please?)

My understanding of Naval combat through the ages

Ancient times: ships, for the most part, maybe threw some spears and fired some bows, but really pulled along side eachother and engaged in melee style combat. in this instance, 2 things are missing from the civ3 naval combat model.
1) Units being transported would be able to participate in the fighting, not simply go down like impotent spectators, though argueably if they weren't amphibious(ill avoid using the term marines as this can be confusing, since i mean troops of any time, even greek hoplites, who were trained in fighting on ships or on land from ships ,so amphibious will have to do) they may fight at a disadvantage, certainly heavy units were at risk of drowning under the weight of their gear and armour, and cavalry couldn't fight on their horses, etc.
2) because the weapons involved, for the most part(not including greek fire here) couldn't easily destroy a ship, there was always an oppertunity to capture it, if you could crew it, i.e. had enough survivors(might be accomplished by taking a health point from the victor and giving it to the captured unit, assuming the victor has atleast 2 health)

Age of sail : This one is closer to right I think, ships had to be close, because of limited range of the weapons of the day, and the limited accuracy meant they had to be even closer. The guns of the day could and did destroy ships, or atleast left them so damaged as to be unuseable even if still floating. Still they often did board and capture enemy vessels, so the above 2 ancient era problems come into play.

Industrial Age: Ships could hit eachother from considerable range, more over, with the use of turret based guns, they had a greater field of fire. Since ship design made boarding parties unrealistic, as did modern armourments, this tactic lost play too. In other words. captains wanted distance between them and the enemy so that they could maneuver more easily and escape if neccessary, and little was gained by closing in.
1) In relation to the Civ3 model, ships did not pull up to the tile next to the enemy ship and engage in a fight to the death, it was more akin to bombarding eachother from a distance. battles often weren't decisive, even in what was considered "decisive" victories, few ships were sunk, most just sustained damage and ran.

Modern Age: ships never see eachother, they lob missiles, or use ridiculously long range guns to blow eachother to bits, or else just leave it up to the fighters and bombers on the carriers that virtually every fleet is based around. The industrial age problem still persists, except that the weapons are so much more powerful, that if they hit, they'll probably do more damage, and the target might be too damaged to escape or be sunk on the spot, but still, with the anti air defenses on those ships, naval combat is likely to be indecisive. Even torpedoes which one tends to think of as close range weapons have been hooked up to rockets, called VLT's(vertically launched torpedoes, clever huh) so that they can be deployed long range from ships.

in short, i propose the following
1) remove attack values from all naval vessels from the industrial age on, they can either keep their defensive values, or else just be unboardable(really, whats a trireme gonna do to an aircraft carrier, the wake alone would sink it, if it could catch up to the carrier anyways). thus industrial age ships and beyond will engage in more realistic bombard warfare
2) assume all conventional(non bombard) attacks are attempts to board, and allow units being transported by either ship to participate in the combat, assuming they are combat units. and allow the victor the opertunity to take the ship, atleast under certain circumstances
 
I wouldn't say make it more realistic, just realize its a different playing field, as it is it's just an off shoot of land warfare, I'd like a more unique combat system for naval units.
 
One minor change that wouldn't take so much to implement could be allowing certain modern ships (destroyers, cruisers for example) to carry 1 or 2 helicoopters with recon and/or anti-submarine abilities, and possibly an attack value. It would be even better if the helicopters were allowed to carry a group of marines; I think it would make an invasion more realistic than just pulling up to the coast and unloading all your units right next door to an enemy city.
 
You have some interesting ideas about naval warfare here. I think another problem is that there isn't as much incentive to rule the seas. In real life seapower is important to protect naval trade routes. In CivIII the trade system is like 1000 times better than Civ II but it does not simulate well how naval power is needed to protect the sea routes and how naval power can disrupt it.

For example, now you need to totally block a port city with units surrounding the city to stop all sea trade. So you would need an insane amount of ships to totally blockade an enemy. How about if instead, the presence of 1 ship in a city's sea tiles would stop all trade coming in that city in addition to preventing the use of all sea tiles? And even if the blockade of 1 city doesn't stop all trades of luxuries/resources (due to other port cities) maybe the player should lose some income anyway to simulate the cost of re-routing trade routes to other ports. Or maybe for every 1 ship blockading a port there could be a percentage porbability that imported/exported resoucres will be blocked for 1-5 turns. This would give players a big incentive to build navies.
 
hysteresis said:
One minor change that wouldn't take so much to implement could be allowing certain modern ships (destroyers, cruisers for example) to carry 1 or 2 helicoopters with recon and/or anti-submarine abilities, and possibly an attack value. It would be even better if the helicopters were allowed to carry a group of marines; I think it would make an invasion more realistic than just pulling up to the coast and unloading all your units right next door to an enemy city.

I don't see the point of adding helicopters. It's micromanagement and it's much simpler to let the helicopter-power be represented by the ship's regular attack/defense/bombard abilities.
 
NP300 said:
I think another problem is that there isn't as much incentive to rule the seas. In real life seapower is important to protect naval trade routes. In CivIII the trade system is like 1000 times better than Civ II but it does not simulate well how naval power is needed to protect the sea routes and how naval power can disrupt it.

Dang good point, anyone started a thread on that yet? I'd love to give that a read and see what people are thinking!

NP300 said:
For example, now you need to totally block a port city with units surrounding the city to stop all sea trade. So you would need an insane amount of ships to totally blockade an enemy. How about if instead, the presence of 1 ship in a city's sea tiles would stop all trade coming in that city in addition to preventing the use of all sea tiles? And even if the blockade of 1 city doesn't stop all trades of luxuries/resources (due to other port cities) maybe the player should lose some income anyway to simulate the cost of re-routing trade routes to other ports. Or maybe for every 1 ship blockading a port there could be a percentage porbability that imported/exported resoucres will be blocked for 1-5 turns. This would give players a big incentive to build navies.

I like, What i was thinking, and it admittedly might be needlessly complex, ships have a zone of control, probably based on era, or just bombard range. So in ancient times you may very well need enough ships to fully encircle a port, but more advanced ships can block the tile they are in and any tile next to them, so in ancient times its
[ship][ship][ship][ship][ship][ship]
then later its
[empty][ship][empty][empty][ship][empty]
and the blockade is still maintained. and then with more modern ships maybe one would be enough to blockade an open port. I don't think it'd get too bad that way, since in ancient times there'd be fewer ports to have to blockade.
 
TGNLPp said:
I like, What i was thinking, and it admittedly might be needlessly complex, ships have a zone of control, probably based on era, or just bombard range.

Ships can already block sea trade in their tile. They should just change it so that ships can block trade within their viewable tiles, which is usually 2 spaces away. Old ships could be changed to have a view of 1 tile.
 
Another idea would be the ability to build battle groups. Like armies on land, a battle group moves as one unit. It would attack the same way an army does (perhaps getting a bonus {im not sure if armies get an attack bonous hwen going against 1 unit only} for attacking solitary ships.)
Another thing I'd like to see is a unit for sea trade, we'll call him a sea trader. He'd be automated to go from point "a" city to point "b" city. He'd have a slight defense but no attack. He'd always go from a to b without player control unless threatened by an enemy ship (especially priavteer who could capture the ship, return it to port and get X ammt gold) in which case you can try to run him away. This would give playes more incentive to build an army, as there is now a tangible thing to go after, it would also give you the option of bulstering you economy through piracy, like england did against spain.
As far as what route the ship takes, it would take the shortest route between your closest city and your trade partners closet city. This would also result in gpt being based on when/if that ship gets to your port.
 
I remember someone on the forum thinking of a better trade system in general, where you would have to draw trade-routes to the other civ's capital, and the longer the path, the longer it takes to get your luxuries (and the less luxuries you get). The trading could perhaps be represented by carts, trade ships, later trucks & tankers.
The *useless* espionage system could get revamped to reveal the trade routes to other players, who could then move to block them with units, or pillage the carts for free resources. The player would have to protect his trade routes.
The same system could represent lines-of-support for tanks & armies. Early-game units and special late-game units could live off-the-land or by pillaging cities for snacks, but late-game units require a lot of go-juice.
 
TGNLPp said:
in short, i propose the following
1) remove attack values from all naval vessels from the industrial age on, they can either keep their defensive values, or else just be unboardable(really, whats a trireme gonna do to an aircraft carrier, the wake alone would sink it, if it could catch up to the carrier anyways). thus industrial age ships and beyond will engage in more realistic bombard warfare

I was thinking maybe we could do this with the editor. I think we could make the attack value of all ships equal 0. Then leave the defense as it is. Playing with the combat calculator I get good results using a Rate of Fire of 4, lethal sea bombard enabled, with 25 bombard for battleships, 20 for subs/cruisers and 15 for destroyers. This gives battleships a 20% chance of scoring lethal damage on another battleship. Subs/cruisers would have a 15% chance versus a battlesip. Versus a transport subs/cruisers would have about a 50% chance of a kill.

This would work nicely if combined with only 1-tile for detect invisible ability and a 25% chance of spotting invisibles within that 1-tile range. Submarine warfare would be very interesting knowing there is a 25% chance of being spotted and that if you're spotted and then attacked by something like a battleship you have a very high chance of being killed the next turn. The only problem is that with a ROF of 4 and bombards as high as 25, ships would be overpowered when doing shore bombardment. I also don't know if the AI would know how to use them or if the AI would even build them as it may think a unit with a 0 attack isn't worth building.

Sail era ships could be given bombard values and a token attack of 1, with enslavement enabled so that they can enslave ships once they have bombed them down to 1 hitpoint. Galleys might have no bombard and would have to duke it out as they currently do, but perhaps with enslavement enabled. Or then again, they could be given a very low bombard to represent them shooting fire-arrows or something.
 
one_man_assault said:
Yes this has been brought up in the fourm I made a while ago but not in this fashion...its nice you brought it up for all ages for i only brought it up in the Indus./Modern age http://forums.civfanatics.com/showthread.php?t=89608

Thank you for the link, And thanks to everyone who responded for the feed back.

One thing discussed on that thread that i didn't bring up here , but see NP300 did, was submarines, I see others have mentinoed much of this, again NP300, but I'd like to throw my own two cents in there anyways

My understanding of submarine warfare

Submarines were largely undetectable when the first war started, the sonar technology had to be developed during the fighting. the weapons to combat them were equally lacking and crude, really bombs strapped to timers or pressure monitors and thrown overboard in mass. Its like hunting ducks at night with a shotgun and just firing in the general direction of the quack.
Fortunately, the weapons on the subs were just as crude at the time, deck guns that could only be used when they surfaced, and later torpedoes that were shoot and prey because they had no guidenance, ofcourse the other element of the "prey" factor, a lack detection equipment, meant the sub had to come atleast to periscope depth to fire, and the torpedoe left a nice trail from the firing sub to tell you were to shoot at.
while subs did have to surface regularly to take in fresh oxygen and recharge their batteries, this was done carefully to avoid detection, done at night, and away from the shipping lanes, and further advances limited this exposure, such as the snorkle.
So...

-Prior to sonar, submarines should be undetectable by ships when submerged. its ubsurd to loose subs to iron clads because they try to enter the same tile, revealing, if not actually sinking the sub. If the sub can't be allowed to occupy the tile simultaneously, it should move the sub to a nerby unnocupied tile without revealing it, or better yet, let me choose to attack or flee, and if i choose to attack, give the sub a bonus, or the surface ship a penalty to account for surprise
-Now if a sub attacks, it should reveal itself and allow for counterattacks since the action required it to surface and reveal itself. And if any kind of detection chance were in place for ships looking for subs, it should be higher just after a sub attack.
Id even like to give a special bombard attack for destroyers that would allow them to bombard a tile they suspect a submarine occupied, simulating a depth charge volly. perhaps this would have a greater chance of success just after the surfacing by the sub.
-In respect to the lack of detection, i wouldn't display a health meter or any hit confirmation to a unit using depth charges. Its my understanding that you rarely really knew if you hit the sub you were trying for in that age, much less whether you destroyed it


With nuclear power and CO2 scrubbers, submarines only limitation to the amount of time they could remain submerged was food supply, With the refinement of sonar and invention of real guided torpedoes, submarines no longer had to surface to fire. Meaning a sub was realisticly undetectable without sonar, whether they attacked or not. Ofcourse by the same token, the effectiveness of depth charges greatly improved and those same torpedoes could be fired from the surface down at the subs.
The only attack a sub would do that could reveal its location at this point in time to non sonar ships is missile launches, which still to this day, if im not mistaken, require the sub to be relatively near the surface to fire, and are launched vertically, giving a clear indicator as to the subs location when the missile bursts out of the water.
ofcourse, with sonar equipment being adapted to other vehicals, the range of detection was greatly improved for ships so equiped, i.e. deployable sonar bouys from helicopters based on destroyers, carriers, etc.
so..
-nuclear submarines should be completely undetectable by vessels without sonar, with the sole exception being if they are missiles subs, and fire one off. And they should be immune to counter attacks by ships without sonar.
-with the advent of helicopters, destroyers should enjoy a boost in their range to detect subs. while im not for the use of an actual helicopter unit to be attached to the destroyer and manually told to hunt, i could see a special button for capable destroyers called subhunt, that either dedicates the destroyer to that task with a radius, like fighters on airpatrol, or else eats a movement point but greatly increases the chance of detection.

One problem does arise in this system though because of the turn based nature, since you aren't fighting to the death when you start using industrial age surface ships and submarines, you are bombarding, You almost need to give any vessel bombarded a retalitory bombard, otherwise the attacker attacks with impunity, and the defender just has to take it. you could essentialy seek an enemy fleet without them getting a shot off
And when my sub warfare ramblings come into play, since you couldn't really, fairly and accurately leave a submarine surfaced for the rest of the turn after it attacks, you'd almost need to give any escorting ships within range a free shot, or atleast a chance at a free shot at the sub, to really account for the vunerability subs had when attacking.
If this is put into effect, especially for those subs that had to surface to fight, players would either need to be given the choice ot fight/flee whenever their subs were detected and attacked, or else submarines would need to be treated almost strickly like a water artillery, but more so than i am doing to all ships in this model already.
That is subs would not get a retaliatory attack, but when attacked are forced to flee/submerge. Again, my understanding, realisticly, without the element of surpirse, most submarines are not capable of going toe to toe with much of anything anyways, poor speed, especially while submerged, poor maneuverability, less armour, easier to sink while submerged since, you know, they are half sunk already.

So
-bombarded ships get a free shot for each against them
-escorting ships get a free shot or chance at a free shot when a sub surfaces to fire on any ship they are near.
-subs do not get a free shot when bombarded, but maybe get a bonus to their initial attack to account for surprise, or else the free shots from escorts suffer a penalty due to surprise.
 
I kind of have the same idea as NP300. Do not give the ships ANY attack value(except for submarines) and lethal sea bombardment and perhaps multiple bombardments. Or, as in one very very simple war strategy game(similar to empire, can't remember it's name) naval units had let's say 5hp and movement of three and ships could attack multiple times, but each attack would take only 1hp from loser, so ships were not sunk that often.

I would really like to see more ships survive combats and head for home-port for repairs. The repairs could take a bit longer than now.
 
I think that, most definitely in the Ancient and Middle ages, 'amphibious' units should have the ability to attack a ship from on board another ship. My only other real problems with the naval aspect of the game is, as has been mentioned, the lack of good 'Naval AI', and the overall lack of usefulness of navies in the game!

Yours,
Aussie_Lurker.
 
well yes naval AI is a big problem AI in general is probably getting a major face lift. I wouldn't worry about AI for CIV4 as much as I would be worried about land/air/sea units not being balanced. I think naval units have been discussed very thoroughly. Hopefully Air and land units will be broken down as well.
 
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