GeneralMatt
Emperor
I, as a big naval history fan, wanted to make a personal mod (as I am on dial-up and uploading huge stuff would be a pain) that add a lot of new naval units through the entire game.
Now I know that naval units are not normally very useful, but I figure if there us more incentive to see some of these sweet units in game, even if there use is not really needed...
Also each civ will have a naval UU.
Anyways, this is what I have come up with so far.
Not all of these ships are done (As a model) but I may be able to do some.
The different 'lines' of ships.
Updated 24/05/07
Name, CMBT, MOVE, COST, BOMB, CARRY, INTERCEPT
1. Battleship Line: Trireme,2,2,50,0,0,0->Gallease,3,2,65,1,0,0->War Galleon,7,4,85,5,0,0->Ship of the Line,14,5,120,10,0,0->Early Battleship,22,4,150,2,0,0->Predreadnought Battleship,28,5,170,2,0,0->Dreadnought,40,6,220,15,0->Battleship,48,7,250,20,5->Modern Battleship,52,7,270,20,7
2. Heavy Cruiser Line: Caravel,3,3,60,0,1,0->Brig,6,5,75,0,1,0->Heavy Frigate,10,6,95,5,1,0->Ironclad Frigate,16,6,120,0,1,0->Predreadnought Cruiser,23,7,160,1,1,0->WWI Cruiser,32,8,190,3,0,0-> Battlecruiser,42,9,245,15,0,5->AEGIS Cruiser,56,9,300,20,0,50
3. Light Cruiser Line: Caravel,3,3,60,0,1,0->Sailing Corvette,5,6,70,0,0,0->Frigate,8,7,85,0,0,0->Ironclad Frigate,16,6,120,0,1,0->Predreadnought Cruiser,23,7,160,1,1,0->WWI Cruiser,32,8,190,3,0,0->WWII Cruiser,38,10,215,5,0,10->AEGIS Cruiser,56,9,300,20,0,50
4. Destroyer Line: Predreadnought Destroyer,19,6,125,0,0,0 WWI Destroyer,26,7,150,0,0,0->WWII Destroyer,30,8,180,3,0,20->Guided Missile Destroyer,52,9,290,18,0,60
5. Light ship Line: Predreadnought Torpedo Boat,14,5,115,0,0,0->WWI Torpedo Boat,20,6,130,0,0,0->Patrol Torpedo Boat,22,7,135,0,0,0 Coastal Defence Vessel,
6. Carrier Line: WWII Carrier,20,6,245,0,2,10->Nuclear Carrier,20,9,320,3,15; Escort Carrier;16,8,200,0,1,0,Helicopter Carrier
7. Armed Merchantman: Privateer->Armed Merchantman->Armed Sidewheeler->Armed Steamer;Q-Ship
8. Submarine Line: WWI U-boat,22,6,160,0,1,0-> WWII Submarine,26,7,180,0,1,0->Nuclear Submarine,36,9,325,0,1,15
9.Anti-Submarine Line: WWII Corvette,20,6,120,0,0,0->Modern Anti-Sub Frigate,42,9,150,5,0,45
10.Transport Line: Galley,1,2,35,0,1,0->Cog,1,3,55,0,2,0->Galleon,3,4,65,0,3,0->Merchantman,6,5,75,0,3,0->Sidewheeler,6,6,90,0,2,0->Steamer,12,8,120,0,3,0->Transport
11. Explorations Line: Canoe-> Caravel-> Exploration ship (Discovery).
12. Monitor Line: Monitor->Predreadnought Monitor
"->" Mean upgrades, ";" Mean also, so they do not upgrade (Ie Escort Carriers do not upgrade to Helicopter carriers though they both are in the carrier class.)
UU's
American: American Frigate, (USS Constitution), Replaces Heavy Frigate, +25% vs Frigates.
Arabian: Corsair Galley, Replaces Frigate, Carries 1, (If possible) While aboard a unit gains the Amphibious promotion, Cannot leave the coast, +1 movement, -15% cost.
Aztec: Need research
Carthaginan: Trade Ship, Replaces Galley, +1 Cargo space,
Celts: Corracle, Replaces Canoe, +1 cargo space for Scouts, Explorers, Missionairies, Great People, Cannot leave the Coast. -15% cost
Chinese: Junk, Replaces Galleon, +1 cargo space, +15% vs Frigates
Egyptian: Reed Boat, Replaces Canoe, +1 movement, Cannot leave the Coast, -25% cost.
English: British Ship of the Line (HMS Victory), Replaces Ship of the Line, Starts with Drill I and Drill II.
French: French Early Battleship (Courbet), Replaces Early Battleship, +1 movement, starts with Flanking I
German: Pocket Battleship (Bismark), Replaces WWII Battleship, +2 Movement, +4 PWR
Greek:Galley type ship, Replaces galley, starts with Combat I, Flanking I, +15% vs trireme
Incan: Need research
Indian: Need research
Japan: Super Battleship (Yamato), Replaces WWII Battleship, -1 Movement, +25% vs WWII Battleship
Korean: Turtle Ship, Replaces Frigate, Ignores first strikes, -1 movement, +4 PWR
Malinese: Need research
Mongols: Conscripted Transport, Replaces Galley, -50% cost, Cannot leave the coast.
Ottomans:Heavy Galleass, Replaces Galleass, +2 PWR, +1 movement
Persian:Need research
Romans: Quinereme, replaces Trireme, +1 cargo, +15% vs Triremes, Cannot leave the coast, +50% vs Galleys, +10% cost.
Russians: Russian Nuclear Submarine (Typhoon) , Replaces Nuclear Submarine, 25% vs Nuclear Submarine, -10% cost, +3 movement
Spanish: Treasure Galleon, Replaces Galleon, +1 cargo, +2 PWR, -1 movement
Vilkings: Longboat, replaces Trireme, +1 cargo, +75% vs galleys.
Zulu: Need research
I've also had an idea for a couple buildings .
Small Shipyard, Large shipyard.
First off, all ships in the 5, 9, 10 and 12 groups have there cost tripled and the rest have there cost multiplied by 10.
Small shipyards triple your rate of production on ships (If possible) and are required for Large Shipyard. Large shipyards brings up production of ships (with the amount added by the Small shipyard included) to %1000 (or 10x). Small Shipyards require Astronomy, Large Shipyards require Chemistry. Any ship that is (using history as a guideline) before Astronomy does not have it's cost multiplied.
What this is supposed to symbolize is this. Not all cities had the equipment to build ships at a great speed. They still could but it would take infinitely longer.
Of course, I have no idea if the AI will use this pr it would make them build even less ships, but it is worth a try.
And I have a few ideas about retiring ships as target practice (to give new ship experience, maybe a immediate boost of 3 XP points immediately as a Warlord), or as Training ship (as a military instructor kind of) or even maybe as an attraction (+1 gold, +1 culture).
All ideas of course, any thoughts? Note that only a small portion of this is already in XML, I am just looking for ideas..
Edit: 27/05/07 Combined Carrier and Light Carrier Lines, added Armed Merchantman line.
Now I know that naval units are not normally very useful, but I figure if there us more incentive to see some of these sweet units in game, even if there use is not really needed...

Also each civ will have a naval UU.
Anyways, this is what I have come up with so far.
Not all of these ships are done (As a model) but I may be able to do some.
The different 'lines' of ships.
Updated 24/05/07
Name, CMBT, MOVE, COST, BOMB, CARRY, INTERCEPT
1. Battleship Line: Trireme,2,2,50,0,0,0->Gallease,3,2,65,1,0,0->War Galleon,7,4,85,5,0,0->Ship of the Line,14,5,120,10,0,0->Early Battleship,22,4,150,2,0,0->Predreadnought Battleship,28,5,170,2,0,0->Dreadnought,40,6,220,15,0->Battleship,48,7,250,20,5->Modern Battleship,52,7,270,20,7
2. Heavy Cruiser Line: Caravel,3,3,60,0,1,0->Brig,6,5,75,0,1,0->Heavy Frigate,10,6,95,5,1,0->Ironclad Frigate,16,6,120,0,1,0->Predreadnought Cruiser,23,7,160,1,1,0->WWI Cruiser,32,8,190,3,0,0-> Battlecruiser,42,9,245,15,0,5->AEGIS Cruiser,56,9,300,20,0,50
3. Light Cruiser Line: Caravel,3,3,60,0,1,0->Sailing Corvette,5,6,70,0,0,0->Frigate,8,7,85,0,0,0->Ironclad Frigate,16,6,120,0,1,0->Predreadnought Cruiser,23,7,160,1,1,0->WWI Cruiser,32,8,190,3,0,0->WWII Cruiser,38,10,215,5,0,10->AEGIS Cruiser,56,9,300,20,0,50
4. Destroyer Line: Predreadnought Destroyer,19,6,125,0,0,0 WWI Destroyer,26,7,150,0,0,0->WWII Destroyer,30,8,180,3,0,20->Guided Missile Destroyer,52,9,290,18,0,60
5. Light ship Line: Predreadnought Torpedo Boat,14,5,115,0,0,0->WWI Torpedo Boat,20,6,130,0,0,0->Patrol Torpedo Boat,22,7,135,0,0,0 Coastal Defence Vessel,
6. Carrier Line: WWII Carrier,20,6,245,0,2,10->Nuclear Carrier,20,9,320,3,15; Escort Carrier;16,8,200,0,1,0,Helicopter Carrier
7. Armed Merchantman: Privateer->Armed Merchantman->Armed Sidewheeler->Armed Steamer;Q-Ship
8. Submarine Line: WWI U-boat,22,6,160,0,1,0-> WWII Submarine,26,7,180,0,1,0->Nuclear Submarine,36,9,325,0,1,15
9.Anti-Submarine Line: WWII Corvette,20,6,120,0,0,0->Modern Anti-Sub Frigate,42,9,150,5,0,45
10.Transport Line: Galley,1,2,35,0,1,0->Cog,1,3,55,0,2,0->Galleon,3,4,65,0,3,0->Merchantman,6,5,75,0,3,0->Sidewheeler,6,6,90,0,2,0->Steamer,12,8,120,0,3,0->Transport
11. Explorations Line: Canoe-> Caravel-> Exploration ship (Discovery).
12. Monitor Line: Monitor->Predreadnought Monitor
"->" Mean upgrades, ";" Mean also, so they do not upgrade (Ie Escort Carriers do not upgrade to Helicopter carriers though they both are in the carrier class.)
UU's
American: American Frigate, (USS Constitution), Replaces Heavy Frigate, +25% vs Frigates.
Arabian: Corsair Galley, Replaces Frigate, Carries 1, (If possible) While aboard a unit gains the Amphibious promotion, Cannot leave the coast, +1 movement, -15% cost.
Aztec: Need research
Carthaginan: Trade Ship, Replaces Galley, +1 Cargo space,
Celts: Corracle, Replaces Canoe, +1 cargo space for Scouts, Explorers, Missionairies, Great People, Cannot leave the Coast. -15% cost
Chinese: Junk, Replaces Galleon, +1 cargo space, +15% vs Frigates
Egyptian: Reed Boat, Replaces Canoe, +1 movement, Cannot leave the Coast, -25% cost.
English: British Ship of the Line (HMS Victory), Replaces Ship of the Line, Starts with Drill I and Drill II.
French: French Early Battleship (Courbet), Replaces Early Battleship, +1 movement, starts with Flanking I
German: Pocket Battleship (Bismark), Replaces WWII Battleship, +2 Movement, +4 PWR
Greek:Galley type ship, Replaces galley, starts with Combat I, Flanking I, +15% vs trireme
Incan: Need research
Indian: Need research
Japan: Super Battleship (Yamato), Replaces WWII Battleship, -1 Movement, +25% vs WWII Battleship
Korean: Turtle Ship, Replaces Frigate, Ignores first strikes, -1 movement, +4 PWR
Malinese: Need research
Mongols: Conscripted Transport, Replaces Galley, -50% cost, Cannot leave the coast.
Ottomans:Heavy Galleass, Replaces Galleass, +2 PWR, +1 movement
Persian:Need research
Romans: Quinereme, replaces Trireme, +1 cargo, +15% vs Triremes, Cannot leave the coast, +50% vs Galleys, +10% cost.
Russians: Russian Nuclear Submarine (Typhoon) , Replaces Nuclear Submarine, 25% vs Nuclear Submarine, -10% cost, +3 movement
Spanish: Treasure Galleon, Replaces Galleon, +1 cargo, +2 PWR, -1 movement
Vilkings: Longboat, replaces Trireme, +1 cargo, +75% vs galleys.
Zulu: Need research
I've also had an idea for a couple buildings .
Small Shipyard, Large shipyard.
First off, all ships in the 5, 9, 10 and 12 groups have there cost tripled and the rest have there cost multiplied by 10.
Small shipyards triple your rate of production on ships (If possible) and are required for Large Shipyard. Large shipyards brings up production of ships (with the amount added by the Small shipyard included) to %1000 (or 10x). Small Shipyards require Astronomy, Large Shipyards require Chemistry. Any ship that is (using history as a guideline) before Astronomy does not have it's cost multiplied.
What this is supposed to symbolize is this. Not all cities had the equipment to build ships at a great speed. They still could but it would take infinitely longer.
Of course, I have no idea if the AI will use this pr it would make them build even less ships, but it is worth a try.
And I have a few ideas about retiring ships as target practice (to give new ship experience, maybe a immediate boost of 3 XP points immediately as a Warlord), or as Training ship (as a military instructor kind of) or even maybe as an attraction (+1 gold, +1 culture).
All ideas of course, any thoughts? Note that only a small portion of this is already in XML, I am just looking for ideas..
Edit: 27/05/07 Combined Carrier and Light Carrier Lines, added Armed Merchantman line.