Relative ship strenghs

What about Chinese Junks? Didn't junks use a rudder instead of oars to help them steer, long before European ships began to use them?

They weren't warships, but they made good cargo ships I'm sure.
 
The point made in this thread, and it is a legitimate one, is that Civ3 doesn't sufficiently differentiate between the gradients of ships in the game. However, this is a deliberate simplifying assumption. For example, there is a vast difference between the infantry of the 1890's which was armed with Maxim guns (at best), and today's infantry, which is armed with anti-tank guns, anti-aircraft missiles, medium mortars, heavy machine guns, etc. Yet both these units would be classified in Civ3 as "infantry," with the same combat stats (6/10/1).
 
Originally posted by Bismarck
The point made in this thread, and it is a legitimate one, is that Civ3 doesn't sufficiently differentiate between the gradients of ships in the game. However, this is a deliberate simplifying assumption. For example, there is a vast difference between the infantry of the 1890's which was armed with Maxim guns (at best), and today's infantry, which is armed with anti-tank guns, anti-aircraft missiles, medium mortars, heavy machine guns, etc. Yet both these units would be classified in Civ3 as "infantry," with the same combat stats (6/10/1).
I'd probably say that today's troops would fall into Mech Inf rather than Infantry.

But overall I agree that land warfare is also grossly simplified. That is not, however, to say that Firaxis' over-simplifications are something we need to put up with.

The naval side in vanilla Civ3 is far more neglected than the land side, and thus more deserving of some decent modding (I would go so far as to say that Firaxis either haven't much of a clue about naval history, or couldn't give a stuff about it).

But the land side also would benefit from improvements - if nothing else, we can prevent yet more of the "spearman kills tank" complaints. Quite a few people have made some very creditable attempts to deal with this, and quite a few more (your humble servant included) are still working on the problem.

All of course highly optional - if you're happy with Firaxis' simplified version of warfare, that's fine.

As I see it, part of the problem is that Firaxis chose to make a game that uses real-life nations and units as its playing-pieces. If they'd used abstractions - eg Red nation, Blue nation, Defensive foot unit (primitive), Offensive foot unit (industrial) etc - there would be less incentive to mod the game the way we do. Of course, that would also make the game far less marketable, so Firaxis was almost certainly right to use non-generic, more familiar, terms.

As a result of this, however, many of us tend to be slightly intolerant of the over-simplifications: if they're going to be called "Romans", let's ensure they behave like Romans. Equally, if there are two ship units called "galleon" and "destroyer", we rather want the two of them to behave appropriately. And jumping straight from matchlock arquebuses to rifles is hard to swallow.... the list is a long one.

This is why some good people have created unit animations for some sorely-needed land units to fill the gaps and smooth out the historical progression - the 18th century and Napoleonic infantry, the motorised infantry in lorries, the early tanks etc....

To come back to your post, Bismarck - I'm not sure what point you're trying to make.

If you're saying that one shouldn't bother modding naval units because the "broad-brush" simplifications used by Firaxis are the true way, then my answer (as stated above) is: OK, your choice; I prefer to mod and (to my mind) improve.

If, on the other hand, you're saying we should also be modding the land units, my answer is: darn right we should, and a lot of people are. But that's a different thread.
 
In light of the length of time it took for us to get Civ3 it would seem we were ripped off. They grossly underestimated the attachment players have for Civ.

Modding is cool, except we seem to be modding not just to create scenarios, but we are modding to attempt to improve gameplay. Turn based games require solid-gameplay above all else. The gameplay has holes large and small. It's the small holes though that irk the most.

I don't think anyone is happy with the simplified representation for combat and units. I don't think you can get away from the use of real and former nations. That is what makes Civ Civ; all Civs starting out near equal footing and seeing who ends up on top.

If nothing else they could/should at least supply new unit/buildings/wonders graphics to use to help in modding. Oh yeah and how about a How-to-Book on modding/using the editor if you're going to include it with the game? Do we have to figure out f***ing everything ourselves? Oh yeah right we do have to figure out f***ing everything!

I wonder if this is how Civil disorder in Civ begins?
 
Questions: (1) is there any way to make it so a WW2 sub has to spend 2 movement points to attack at full strength? Then it could keep up with a fleet, but not be able to "go fast underwater".

(2) In light of the limited number of additional units possible in Civ3 modding, is there any way to create a string of scenarios so that the result of the first ("Ancient") scenario is used as the starting point for the next ("Medieval")?
 
Maybe a little bit of real world. Maybe keep in mind, this is not truly a reality game, but a combat resolution mode.
Carriers are capable of 35 knowt... but do not travel at flank (Max) speed. 35 knots into the wind is for launcing and recovering airplains.
The destroyer screen travels with the fleet -- and a destroyer casrries enough fuel for only a few days, replinishing as needed from the carrier.

I was last night making privateers in my modern world, just for fun, since they carry no flag. my fleet kept the other frigates and galleons cut down, keeping the Mediterranean for muself. Englend sent in a battleship, capable if sinking a privateer in one salvo. And did. But when the fleet attaqcked enmasse -- intrestingly, she took out three privateers even after she had only one hit point left... it was not an easy victory, and not recommended. However: the relative cost of privateera and battleships, plus the manpower manning them (if we had to actually man them...) makes the tradeoff about even.

Nuclear subs could rule the modern navy, in surface combat.. have to think about that one. Battleships are great for bombardment A destroyer with 5" guns would not survive in a surface battle with a battleship with 9 16" guns. But if you could engage a battleship with a fleet of destroyers, and then bring up your nuclear sub..... ir sybs/...
 
Originally posted by Moulton
Maybe a little bit of real world. Maybe keep in mind, this is not truly a reality game, but a combat resolution mode.
Carriers are capable of 35 knowt... but do not travel at flank (Max) speed. 35 knots into the wind is for launcing and recovering airplains.
The destroyer screen travels with the fleet -- and a destroyer casrries enough fuel for only a few days, replinishing as needed from the carrier.

I was last night making privateers in my modern world, just for fun, since they carry no flag. my fleet kept the other frigates and galleons cut down, keeping the Mediterranean for muself. Englend sent in a battleship, capable if sinking a privateer in one salvo. And did. But when the fleet attaqcked enmasse -- intrestingly, she took out three privateers even after she had only one hit point left... it was not an easy victory, and not recommended. However: the relative cost of privateera and battleships, plus the manpower manning them (if we had to actually man them...) makes the tradeoff about even.

As a follow up to this I considered letting the ai only make subs and destroyers and making them cheaper to produce and letting subs have a little more attack strengh. Then my units would be the battleship-cruisers-nuc sub as a group which would make them better but cost a lot more to build.......dread

Nuclear subs could rule the modern navy, in surface combat.. have to think about that one. Battleships are great for bombardment A destroyer with 5" guns would not survive in a surface battle with a battleship with 9 16" guns. But if you could engage a battleship with a fleet of destroyers, and then bring up your nuclear sub..... ir sybs/...
 
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