Thought I'd play a quick game of Doviello before patching to F since I'm waiting to get a CtD report.
One thing that struck me again is that the sea monsters are to strong relevant to their land counter parts.
Problems:
A.
Strength: It doesn't seem that sea monsters change during the game in strength like land barbarians. So you have creatures tough enough to take out frigates when all you have is galley's/drakkars.
B.
Warning: Since you don't have hills or towers to use, line of sight is much more limited for ships and thus a lot easier to blunder into sea monster. While this is okay in the sense that these creatures swim so are a lot harder to see, it does make it harder for game play since it's harder to avoid them.
C.
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AI: For some reason, the
![Civ4 Warlords [c4w] [c4w]](/images/smilies/c4w2.gif)
AI is ******** when it comes to maritime issues. The old
![Civ3 Conquests [c3c] [c3c]](/images/smilies/c3c.gif)
AI could get down right evil when it came to ships. It would create squadrons of ships, do naval invasions with multiple ships and even keep raiders along probable lines of transit to catch unescorted transport ships. The
![Civ4 Warlords [c4w] [c4w]](/images/smilies/c4w2.gif)
seems to barely able to suck it's thumb at sea. So the I think the nastiness of the sea monsters hurts the AI since it doesn't 'know' enough to protect their ships from attack or to create larger convoys to ferry colonists to new lands.
D.
Limited Creatures: Right now there are two types of sea monsters; three if you count the occasional griffin flying around. On land you have plenty of different things. For that matter, except for Aifon Island, the sea is pretty boring.
E.
Fog of War: It seems like the system generates more creatures since most of the time the sea is covered by the Fog of War. I often come across patches of ocean that have 3+ sea turtles and 2+ sea serpents. Even 2-3 Frigates will fall to that.
Possible Solutions:
A.
Variable Strength: On land, the longer barbarians are left alone, they start to spawn stronger units. I believe that the same should be true for sea monsters. So either you have less powerful monsters to start with or you have new creatures with variable strengths that appear during the game.
B.
Movement Restrictions: Not sure if this could be coded, but one way to keep the nastier monsters away is to make them unable to enter coastal squares. That way when players/AI is restricted to the weaker coastal vessels, they won't be attacked by the heavier duty ocean going sea monsters.
C.
More sea events: Mostly I'm thinking of sort of missions from
Sid Meier's Pirates! in the sense of you get a event where you are alerted to a special pirate or monster (Get me the white whale!) and when you destroy it, you get some reward. Plus, another thing to fiddle around with, if possible, would be pirate coves that act like forts. They'd have a defender like Forts, but would spawn pirate ships from time to time until destroyed. (Perhaps, unlike forts, capturing them destroys them)
D.
More Sea Creatures: Relevant to A & B is having more types of sea creatures. Some ideas:
1.
Ghost Ships: Like Pirate Ships, but having special powers. Perhaps it causes fear or attacking it can cause the unit to become infected with madness and thus randomly become enraged. Perhaps when a ship is killed by a ghost ship, a barbarian drown is created.
2.
Tritons: Fancy name for mermen. Good coastal unit low in strength.
3.
Kraken: Good intermediate candidate for a unit that changes strength with time. Early ones are weak but later ones get big and nasty.
4.
Roc: Perhaps a special event creature. Basically a specialty griffin nest eith only a Roc which would basically be a super-griffin which ranges very far away from it's island nest to feed. Taking the nest might get something equivalent of a small Dragon's hoard.
5.
Sea Serpents: I think a little bit of playing around with the animation for these to show different types. The one in use now is more of a sea dragon (pleosaur type) so maybe that could be the weaker version that can only go into sea and ocean squares and then have a larger "Jörmungandr" type serpents that wouldn't have the legs. Plus, it would be nice to have it have a different sound file with more of a hissing. I really, really get tired of listening to that same dragon roar sound.
So these are just some ideas. I wish I knew how to code or do the graphics since I think a lot could be done with these. Plus I guess it might be a good idea to troll around the forums for any work people have done on the Aifons. I know there is some interest in them as a Civ. Perhaps there may be some stuff done for that that could be used.