Predator145
Prince
- Joined
- May 22, 2020
- Messages
- 503
Historically, control of the seas has been of vital strategic importance to war efforts. The sea is vital to trade and obtain resources. Belligerents use their navies to blockade and commerce raid the enemy. This aspect IMO is not sufficiently represented in Civ3 where the AI's naval presence is mostly a nuisance while you could just focus on destroying them on land.
1) First is blockading. This is present somewhat in stock game esp in the early game where harbors are only connected by a strip of coastal terrain. An single enemy galley blocking that strip could cut off your trade route and ruin your reputation. But when Astronomy and Navigation come along, you'd need to have units on every tile around a single to coastal city to block that harbor. This is not really feasible and gets easily broken. And when airports come along it's pretty pointless.
2) Commerce raiding is not represented at all since there are no trade units like in other civ games to attack. "Commerce" is represented by having coastal city and terrain improvements generating extra food, commerce and shields from the harvested water tiles. That means the real world main commerce raiders: privateers and subs can't do that in stock game besides sitting on those tiles.
With both resource trade and commerce represented by coastal city improvements the solution would be for commerce raiders to destroy them. And that can only be done via bombardment. If you play with stock game settings on naval bombard, city improvements with a sea bombard value (like that of the coastal fortress) will be the first targeted by naval bombardment. According to default rules, pop and city improvements have a defense value of 16, making them very resilient to early warships. By giving harbors, com. docks and offshore platforms a sea bombard value of let's say 4, they would be targeted first by enemy warships and destroyed, landlocking your city. A coastal fortress with higher sea bombard value then serves the purpose of absorbing that. As long as the coastal fortress stands, everything else is safe.
But personally I don't like C3C naval bombard rules. C3X patch 16 will allow you to easily convert bombard units to PTW/Vanilla style targeting. This means while your coastal improvements are still flimsier than the other improvements and pop, they will now no longer be targeted first. But this makes the coastal fortress far less useful. All I can think of is making it dirt cheap at 10 s, have a very high sea bombard value and a sea attack value of a max 1000. If the enemy warship randomly targets the coastal fortress, it will be likely to miss. Bypassing one will almost always result in loss of 1 HP. But the more improvements you have, the less useful the coastal fortress becomes.
Some mods have coastal fort. auto produce immobile coastal batteries. But I don't like having an unlimited amount of stationary units in a city. Maybe if we can limit each city to 1 unit then it looks attractive. Or it could be a C3X prerequisite to producing Magnetism naval units. How did they manage to get all those cannons to their warships without Metallurgy to begin with?
Another idea would be to create a couple more identical copies. Now you'd have CF, CF2, CF3, CF4 all perfumed with C3X. Building all of them would take you 40 s with no maintenance. The PTW style targeting will be far more likely to hit them. Imagine having a harbor and 4 CFs. Enemy warships would have a 1/3 odds of targeting improvements. Out of these 1/3 odds, only a 1/5 would be your harbor.
Historical commerce raiders the privateer and subs get bombard ability and value. Yes, sub deck gun bombardment was a thing like the bombardment of Fort Stevens and Ellwood. I just use the fidget animation for deck gun attack with the firaxis sub. For modern subs without deck gun animations, I use the SAM launch animation. Subs with stealth attack, stealth bombard shall be terrifying wolf packs being able to weaken transports and carriers before finishing them off as well as sneak up coastal cities to bombard them. To balance that out, destroyers get detect invisible. There are also cheap slower warships with that ability to represent sub chasers, DD escorts/frigates and corvettes. The AI gets them auto produced. And I'm pretty it cheats and can see your subs anyway.
Privateers upgrade all the way up to modern age. Auxiliary cruisers were used to great effect during both world wars. Use them to weaken your rivals' coastal economy without having to go to war. But since they're hidden nat, they're fair game to everyone's navy. I'm not sure how strong escorting privateers with your own national navy, park that stack outside of the AI's territory, bombard with the privateers and then retreat back to the stack to avoid retaliation would be. Maybe all naval units should have the stealth attack ability vs all hidden nat privateers? That way they can't hide.
And while air trade means that it would be as easy to cut off an AI's access to resources in late game one can still cripple their coastal economy, depriving them of food, commerce and shields. Naval play should be a vital part of the game, not just an after thought even on water maps.
1) First is blockading. This is present somewhat in stock game esp in the early game where harbors are only connected by a strip of coastal terrain. An single enemy galley blocking that strip could cut off your trade route and ruin your reputation. But when Astronomy and Navigation come along, you'd need to have units on every tile around a single to coastal city to block that harbor. This is not really feasible and gets easily broken. And when airports come along it's pretty pointless.
2) Commerce raiding is not represented at all since there are no trade units like in other civ games to attack. "Commerce" is represented by having coastal city and terrain improvements generating extra food, commerce and shields from the harvested water tiles. That means the real world main commerce raiders: privateers and subs can't do that in stock game besides sitting on those tiles.
With both resource trade and commerce represented by coastal city improvements the solution would be for commerce raiders to destroy them. And that can only be done via bombardment. If you play with stock game settings on naval bombard, city improvements with a sea bombard value (like that of the coastal fortress) will be the first targeted by naval bombardment. According to default rules, pop and city improvements have a defense value of 16, making them very resilient to early warships. By giving harbors, com. docks and offshore platforms a sea bombard value of let's say 4, they would be targeted first by enemy warships and destroyed, landlocking your city. A coastal fortress with higher sea bombard value then serves the purpose of absorbing that. As long as the coastal fortress stands, everything else is safe.
But personally I don't like C3C naval bombard rules. C3X patch 16 will allow you to easily convert bombard units to PTW/Vanilla style targeting. This means while your coastal improvements are still flimsier than the other improvements and pop, they will now no longer be targeted first. But this makes the coastal fortress far less useful. All I can think of is making it dirt cheap at 10 s, have a very high sea bombard value and a sea attack value of a max 1000. If the enemy warship randomly targets the coastal fortress, it will be likely to miss. Bypassing one will almost always result in loss of 1 HP. But the more improvements you have, the less useful the coastal fortress becomes.
Some mods have coastal fort. auto produce immobile coastal batteries. But I don't like having an unlimited amount of stationary units in a city. Maybe if we can limit each city to 1 unit then it looks attractive. Or it could be a C3X prerequisite to producing Magnetism naval units. How did they manage to get all those cannons to their warships without Metallurgy to begin with?
Another idea would be to create a couple more identical copies. Now you'd have CF, CF2, CF3, CF4 all perfumed with C3X. Building all of them would take you 40 s with no maintenance. The PTW style targeting will be far more likely to hit them. Imagine having a harbor and 4 CFs. Enemy warships would have a 1/3 odds of targeting improvements. Out of these 1/3 odds, only a 1/5 would be your harbor.
Historical commerce raiders the privateer and subs get bombard ability and value. Yes, sub deck gun bombardment was a thing like the bombardment of Fort Stevens and Ellwood. I just use the fidget animation for deck gun attack with the firaxis sub. For modern subs without deck gun animations, I use the SAM launch animation. Subs with stealth attack, stealth bombard shall be terrifying wolf packs being able to weaken transports and carriers before finishing them off as well as sneak up coastal cities to bombard them. To balance that out, destroyers get detect invisible. There are also cheap slower warships with that ability to represent sub chasers, DD escorts/frigates and corvettes. The AI gets them auto produced. And I'm pretty it cheats and can see your subs anyway.
Privateers upgrade all the way up to modern age. Auxiliary cruisers were used to great effect during both world wars. Use them to weaken your rivals' coastal economy without having to go to war. But since they're hidden nat, they're fair game to everyone's navy. I'm not sure how strong escorting privateers with your own national navy, park that stack outside of the AI's territory, bombard with the privateers and then retreat back to the stack to avoid retaliation would be. Maybe all naval units should have the stealth attack ability vs all hidden nat privateers? That way they can't hide.
And while air trade means that it would be as easy to cut off an AI's access to resources in late game one can still cripple their coastal economy, depriving them of food, commerce and shields. Naval play should be a vital part of the game, not just an after thought even on water maps.