I don't know. I already use melee ships a ton for ship v ship combat. Two melee boats will kill a ranged boat in 1 turn for minimal damage almost every time, and melee boats will win a 1v1 against ranged boats most of the time.
Is it possible to give a 200% bonus to naval damage to a city when all the coastal tiles it has are occupied by boats or something? It would already take a while to take cities with a fleet of 2 range boats sometimes.
Now you'll often have only 1 or two tiles to attack a city from, and can't shoot away the ranged units bombarding you.
If we don't add a whole new line I think this will disable the ability to take most cities with boats.
And if that's gone, then there's almost no need for naval combat. Many games you could literally just ignore ever making a single boat. Even if you're warmongering you can simply move your troops over to their land at some time in peace.
If you make the range promotion too early, it's basically reverting the change. I think that's a poor idea.In my current game I tried to capture coastal city for a 15 turns... Only 2 little dromons can attack it from coast side...
Gazebo, maybe we need make Range promotion available after Bombardment 2?
If boats can't do anything but kill boats, wouldn't that make them useless though? Because of the war weariness you can't even prevent someone from bringing troops over during peacetime by perma-warring them anymore.Slippery slope 'boats are irrelevant' arguments are not useful though.
That's not my experience. You can blow away the defenders before taking the city, and then normally hold it long enough to start buying units to defend it.In the end taking a coastal city _exclusively_ with a navy should be difficult. Holding it will be almost impossible in most cases anyways.
I like the navy changes for this exact reason. Naval superiority was as easy to achieve with dromons as with cruisers, which is weird. I think taking MisterRud's approach is the best way to look at it. It's weird to support entire coastlines with only a navy for so long.That's not my experience. You can blow away the defenders before taking the city, and then normally hold it long enough to start buying units to defend it.
Anyone having success with progress? It seems to me that the first policy costing 50 and the second costing 70 is really bad for progress, much more so than the other two trees.
By the time I get to my second policy I already built a worker and every available building so these two policies aren't very good. I had plenty of military (archer + spearman via ruins), IDK what else to use production on.
You won't get the bonus science for growing for as many citizens as before, or culture for techs, unless you purposely avoid growing or discovering techs, which seems dumb and somewhat gimmicky.
Even a strong start on amber, getting a culture ruin, and building a monument first, I couldn't get enough culture to really do anything. I tried delaying settling a second city until I had equality, like I did pre-beta, but it came far too late. Re-loaded and tried settling earlier, but my my culture just stagnated
Edit- I'll throw a naval idea out there, you could give ranged ships access to volley
The first one already demands coal. By the next generation, most civs have access to coal but they need to trade and befriend States. This would make it harder for jerks without access to coal.Haven't played the beta but I am very concerned about the idea of ranged naval being tied to coal. There's just never enough coal most games often times I'll only have one deposit in my territory for a whopping 4 to 6 coal. Combined with the other changes I'm concerned if naval units are just going to be made redundant and the best strategy will likely just be to cover you units with melee naval until they can land and fight normally.
On the one hand recreating the Normandy landing could be fun. On the other the lack of naval warfare will be saddening.
Anyone having success with progress? It seems to me that the first policy costing 50 and the second costing 70 is really bad for progress, much more so than the other two trees.
By the time I get to my second policy I already built a worker and every available building so these two policies aren't very good. I had plenty of military (archer + spearman via ruins), IDK what else to use production on.
You won't get the bonus science for growing for as many citizens as before, or culture for techs, unless you purposely avoid growing or discovering techs, which seems dumb and somewhat gimmicky.
Even a strong start on amber, getting a culture ruin, and building a monument first, I couldn't get enough culture to really do anything. I tried delaying settling a second city until I had equality, like I did pre-beta, but it came far too late. Re-loaded and tried settling earlier, but my my culture just stagnated
Edit- I'll throw a naval idea out there, you could give ranged ships access to volley
Thats another thing that i wanted to mention. The recent change to policies cost was a huge indirect nerf to Progress (not to mention that Progress was the weakest before). It has zero culture, 15 culture for technology is almost nothing. Problem is that progress needs a lot of cities, but all cities are soooo bad early on that you just can't build new cities fast enough. And in addition you have zero culture and you usually end up 4-5 policies behind by the end of medival. I think that Liberty policy should be changed. Two ideas: 1) Liberty gains +50% to settler production - that will not be imbalanced at all, you will have a lot of cities, but they will be really bad; 2) Swap equality and liberty - this early hammers will help to expand.
Progress really need something early on, worker isn't enough. It supposed to have a big amount of cities of moderate quality, wich are better together, but currently it ends up with small amout of awfull cities.
dont be overzealous, progress is almost fine, i played brazil progress in immortal and won in 340 turn. I won with india too(emperor) diplomatic victory while building the last part of my spaceship in 364 turn.
Progress needs a same bump early on but it's overall fine.