Originally posted by graeme
Navies are useless in Civ3, I don't care if the AI lands an invasion force, as long as I have 1) Railroads and 2) Artillery (20+), I have been able to eliminate any invasion force the AI has thrown at me at any level (including 20+ unit landings, which I have found are very rare). As for transports, they are good to start an invasion, but after I get a beachhead, I just rush an airport and that's the end of using transports!
navies will be *very* important in MP. first, where geography makes it possible, a human player will use carriers with bombers to cut off RR access - not necessarily to a particular city, but perhaps to some remote hill/mountain where the player can land his forces. also bombers will be used to cut off oil/aluminum/rubber/coal/etc. so that you will be drafting several units down on the tech chain and unable to replace offensive units. with sufficient fighter cover on the carriers, the beachhead will be secure from your bombers. suppose i land 2 transports of MI, particularly a couple of MI armies? land a transport of workers to build fortress, and all i have to do is survive two turns, then another transport with more defesnive, with artillery, tanks, etc. if i can sufficiently attack the RR network, you won't be able to get your artillery close w/i the first turn. now when you try to advance your artillery, you will need sufficient defense to keep them from being vulnerable to my tanks. as your troops advance, i concentrate my bombers on them. (btw, in a rare moment of agreement with Zouave, i think the carrier capacity should be around 6-7 aircraft).
in a one-on-one war, the person being invaded still has a huge advantage in marshalling resources. but if you've coincided your invasion with a military alliance with another, particularly a human player, and suddenly you can't throw your whole strength into destroying the beach head. with the upcoming MP, the workers can even build an airstrip to bring in more aircraft.
on another note, the attacking enemy shipping does need to be modelled, but i don't know off-hand how it could be done w/o introducing logistical units - i'm doing enough clicking and moving the way it is. my suggestion would be to make blockading much easier. having to cut-off every sea square to blockade a single city is ridiculous. if you have a single ship with an attack value (i.e. not jsut a transport) w/i a certain range of a harbor (say 4 tiles), then that port should be effectively blockaded. thus it would not require an unobtainable # of ships to blockade an entire island/civ. since you could blockade outside the 2-tile line of sight of a coastal city, this would force a civ to have a navy to patrol it's coastline to prevent blockading. what will quickly develop is that someone who wants to blockade will stick one or two ships outside each port and then have one or two flotillas hanging back to defend the blockaders. any civ that wants to avoid being blockaded will not be able to do it with one or two ships per port - they will be overhwhelmed. to avoid blockading, you will have to have several flotillas of your own.
submarines should have a slightly longer radius to blockade - say 5-6 tiles. suddenly you now need combined ship fleets to track down subs and be prepared for the wolfpacks or the defending navies nearby.
my suggestion has the very considerable advantage of not adding new units that then have to be tediously moved about. instead it forces strategic depth on the units taht are already there.