aahz_capone said:
civ3 had the very cute idea of having a privateer which was unflagged and could do stuff without creating war, but it was too weak to amount to much.
Not to get TOO far off-topic, but this was one of the first things I modded. Civ3 introduced this great mechanic for low-level warfare, and then never used it for anything beyond a naval vessel so weak as to be worthless.
Basically, what I did was this:
> Create the "Shipbuilding" tech that depends on Invention and is a prereq for Astronomy.
> Rename "Privateer" to "Pirate", change the graphics to a smaller vessel, and put it at Shipbuilding as a 2/1/whatever unit (remove gunpowder resource). This became the Barbarian naval unit as well, making them MUCH more dangerous.
> Created a "Shipyard" at Shipbuilding, which did the veteran/upgrading thing for naval vessels, taking that away from the Docks.
> At Magnetism, add a new "Privateer" unit: 3/2/whatever+2, with bombard 2. Yes, an unaffiliated naval vessel that could bombard coastal enemy tiles without starting a war, and 3 attack made it a threat even to Transports.
Also, in my mod the Guerilla (and its custom modern upgrade, the Freedom Fighter) has the Hidden Nationality ability, too. It's nice being able to screw up an enemy without a declared war, even if the unit's too weak to actually take a city.
Anyway, to the original topic: I also hope they really make naval power matter in Civ4. In Civ3 I hardly ever saw the need to make naval combat vessels; transports would carry troops and then hide in port, and if I wanted bombardment I'd either use artillery or wait for bombers. Ships were just so SLOW, and speeding them up would just make it that much more unlikely you'd ever have a ship-on-ship battle.