scratchthepitch
King
- Joined
- Feb 13, 2010
- Messages
- 798
Oh indeed I agree you could end up with 60 or 70 different modern era boats if you go to that length which would spoil the fairly simple gameplay.
The units in Civ are pretty badly done, but you don't need to go to that amount of detail to improve the game. I've found that each new tech level of units needs to be about 50% stronger than the previous level, or the combat RNG results don't give enough worthwhile combat results to make upgrading to the new level worth it. Due to the cheesy combat RNG and that you are limited to 1000 in unit offense and defense, there is not too many different steps in unit advancement you can use.
I took the lazy way out in modding the game and just reused existing units. First thing I did was take away the country specific units so I could have about 30 extra units. I also kept land units as land units, etc. (in case there was extra programing attached to them that cant be changed related to that, though I don't think there is). After that I completely rearranged the unit set-up according to historical eras. Since I limited units to their original environment, there were not many air or sea units to play around with, but there is enough to represent the advance of technology that's a lot better than the stock game.
Since this thread is about sea units, I'll limit this to the changes of these. Galley is level 1 tech warship, curraugh represents the ancient transport ship. Due to lack units, I used the curraugh to be the transport for the whole of the sailing era. When the medieval era kicks in, galleys upgraded to dromons, which are the warship of that era.
About the time of the Renaissance, I start using 2 types of ships to represent warships. The caravel and the carrack. The carrack represents a major battle fleet, while the caravel represents lighter, but more mobile naval deployments. The difference between these types is that the carrack is stronger (by about 50%), but slower. The galleon and privateer are similarly pared and so are the frigate and manowar. Those 3 stages cover the historical sailing age from about 1400 to 1860. Each line upgrades separately.
At that point, frigates upgrade to destroyers and manowar to ironclad. Due to lack of ship units, these represent naval ships from 1860 to around the 1920's, the first several generations of the historical steam era. The curraugh at this time upgrades to transport, which will then be the transport for the rest of the game.
The next pair are cruisers and battleships. At this point, ships begin carrying aircraft, so I used the battleship unit to represent the mixed carrier/battleship task forces of WW2 and soon after. Submarines appear at this time and are the typical diesel/electric types of WW1-2. Cruisers then upgrade to aegis and battleships to carrier and these are the modern age final examples. Also the ballistic missile subs appear, though they do not make the earlier subs obsolete (so there can still be an inexpensive alternative to nuclear suds, as there still is now.
When modding these changes, I considered the ships not to be representative of individual ship types, but of fleets, made up of several types. I originally added 1 HP to the units of each tech advance, but found out that units will only repair 1HP per turn. That wrecks the use of HP since it's absurd to have units repairing for that long. So I modified the HP to +1 at gunpowder, +1 at ironclads, +1 at WW2 and finally +1 for modern age. While far from ideal, the above modifications I find make the basic game play much better for a minimal amount of effort. For individual scenarios where the region or time period is smaller, you can go into a lot more detail.