Ruling the sees

Well, Noah's Ark is hardly just a Christian (or even Judeo-Christian) thing, as most of the worlds cultures have their own version of the story.


Still, it definitely does not belong in Erebus.
 
Eh, pointless comment, misread something. My apologies
 
When I rule the See's, I tend to buy a combo box with truffles, creams, and some caramels. My little chocolate empire is often accompanied by a glacial glass of milk to quench the inevitable thirst my population affords me.
 
I agree that Noah is a poor name.

I just thought it would be fun with a boat that spams animals, and did not find a good name for it.
 
Looking at the sailing ships (non coastal)

Man O'War (Warship) - Perhaps slow it a little Max move 3, 4 with navigating the world, (no longshore available). Remove its cargo capacity completely. Bombardment of 8%.

Queen of the Line - Should have the same movement as the Man O'War. But increase its cargo to offset the loss of the Man O'War

Frigate - This was created to counter piracy, convoy protection. Should be faster than the Man O'War - cargo of 1 max. Allow it a promotion specifically against pirates, and Lanun versions can capture other vessels, without the boarding party. It should also be fast at least move 5 or 6 with a strength of 6, No Bombardment function. They were too small and light to be anything more than an irritant.

Galleon - This is a rather unhappy cross between the caravel, the Queen of the line and the frigate, famous for carrying gold and getting sunk by hurricanes and pirates. It was after all an early version of the Man O'War with cargo. Which if implemented in game would probably result in lots of Galleons at the expense of everything else.

So same speed as the Man O'War, with 3 cargo. But there are down sides. They should be especially vulnerable to weather events. Weather was a far greater threat than anything else in the age of sail (a wee stat - Between 1745 and 1815 the RN lost 238 frigates, of which 16 were to enemy action. Some were badly built but most foundered in bad weather)

Caravel – early explorer ships. They should be faster but with a low combat factor and perhaps a greater visibility. STR 3, Mov 6. I’d leave the cargo at one which gives them a variety of options. See below I think the Amurites should get a fireball equipped version of this as well.

Pirate everybody’s favourite – Its combat factor and move should stay the same. It should get a promotion against any cargo ship and a further one against galleons. All pirates get gold from galleons, but Lanun should get extra again.

Arcane Barge – I think its actually fine as is. But instead of giving an extended one to the Amurites, give them a caravel version as well.

I’d also like to see the Dirge come back, possibly as a UU for the Sheaim or Hyborem in addition to the arcane barge.

Weather events

Squall at sea, a ship is lost. If on the ocean, with all hands. If on a coast then a warrior or scout is created from the survivors. If the ship is Lanun it creates a boarding party. The nationality of any of any of the above units is hidden, as they are lost far from home, it also avoids problems with border control. Of course survivors probably won’t last long.

Storm at sea. As above except that the ship is lost with all hands regardless of location. There is plenty of precedent for this.

Hurricane - If this happens it kills all ships in a stack or hits a coastal town and destroys any ships in port with a chance that it may destroy improvements in the town too (biased towards harbours, walls and other port improvements).

On the less bad side

Navigator – one of your ship’s captains has developed a knack for interpreting the weather.
+1 Movement or
Avoid storms and squalls events or
+1 Visibility

If these arn’t already available for the Lanun -

Pirate captain
+10 value on any ships captured or
+1 STR or
+10% chance or withdrawal from combat

Hero of the seas
Gives the ship the Hero promotion.

Finally a building, Lanun or all?

Coastal Fort – fires back at ships that try to bombard. (Can this be done?) STR 0/10. Make bombarding soo much more dangerous.

I also think Lanun ships should be able to attack and capture ships in cities. It was called Cutting out and involved sending small boats into the harbour and boarding and nicking ships in the harbour, again plenty of precedent.
 
Magister, the water elemental idea sounds excellent. And yes I would love if the seas were spiced up a bit.
 
Dora, I like the idee of using events to make ships different. Having galleon more often be affected by storms sounds realy realy great :)

What was the Dirge and why was it cut?

I think that reducing cargo capasity to manowar down to one and giving them 3 in speed is more than enough toing it down. But shall we try to balance the fregate and the manowar, or do we want another high level ship?

The arcane barrage is a great ship, but I dont think one can rule the seas with it.

The queen of the line can allready carry 6 units and that is more than enough I think.
 
What was the Dirge and why was it cut?

The Dirge was a barbarian ship spawned at game start that could drop skeletons off....

I don't know why exactly it was cut but as mentioned it dropped of skeletons so a horde of skeletons landing could have been a balance issue at the start of the game...
 
I'm guessing that the mechanic to make the skeletons spawn was either too process intensive, or just relied on a mechanic no longer available in BtS. Reasonably certain it disappeared on conversion to Shadow, along with the Lion Pride and Wolf Pack.
 
The Dirge was a barbarian ship spawned at game start that could drop skeletons off....

I don't know why exactly it was cut but as mentioned it dropped of skeletons so a horde of skeletons landing could have been a balance issue at the start of the game...

The unit is still in the game, it just doesn't have a spawning mechanism and no one can build it. It shouldn't be hard to add a spawning mechanism, preferably with a game option to disallow it.
 
If it was a balance problem then Barbatos can cause the same issues. He's particularly good at eliminating AI civ's on Turn 1 ;)
 
If it was a balance problem then Barbatos can cause the same issues. He's particularly good at eliminating AI civ's on Turn 1 ;)

Yeah but Barbatos can't move from one civ to another....
 
Coastal Fort – fires back at ships that try to bombard. (Can this be done?) STR 0/10. Make bombarding soo much more dangerous.

An excellent idea and much needed I think. Ships get away too easily with coastal attacks, without any kind of counter-threat. Wasn`t there a building in Vanilla Civ that had this function?
 
An excellent idea and much needed I think. Ships get away too easily with coastal attacks, without any kind of counter-threat. Wasn`t there a building in Vanilla Civ that had this function?

I don't think so, but this is extremely reminiscent of the Port Royale entry to the last wonder design project. (I voted for it, and still think that this was the best proposal. I may try to implement it in my modmod. I'll try to give each leader a "Hated Wonder," which would have the opptosite effect of a favorite wonder on diplomacy. Thus, Falamar would hate the builder of this, Basium would hate whoever builds the Infernal Grimoire, etc.)

Edit: now that I think of it, there was a coastal fortress building in Civ III, but I forget what exactly it did.
 
It was a coastal battery i think, and added defensive bonuses against naval assaults. I`m sure they were able to destroy attacking ships too. For FFH there could be `Greek fire` throwers like they had in the ancient battles, or perhaps some arcane form of naval defence.
 
Some coastall batteries would be fun.

An alternative I saw in a thread that one could have conditional promotions and one of the idees was to give archers & sieges weapons a bombard ability only if they were stationed in a city or casstle.

We could use the same elements to make any catapult/cannon the ability to shoot at boats from land if and only if they are stationed in a city/casstle.
Catapults should maybe hava limit on the max damage it could do while the cannon should be able to kill a ship?
 
What about the ability to station frigates in a port (another option button when in dock) and give them the intercept ability that fighters do in vanilla civ4? This gives them an ability to protect shipping in their lanes (to a limitted range). The Lanun could have the same option in their coves with privateers? Creates a wonderful 'wolfpack' idea near pirate coasts...
 
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