GeneralZIft
Professional
- Joined
- Feb 25, 2019
- Messages
- 901
This was an idea I posted in another thread that I thought I could explain in its own thread because I'm curious what people think.
So the idea is called 'Supplies' but you can call it something else, and it applies only to Naval units.
In technical terms, Supplies are basically something you purchase (when constructing your naval unit)
which allows your Naval unit to cross an area of Sea / Ocean.
For example, 1 unit of Supplies on your Galley will allow it to end 1 turn in the Sea, and then the next turn it needs to end on Coast
or it will get Lost at Sea.
Each naval unit has a maximum capacity for Supplies which increases with class of ship / era.
Each class of ship has a water type that it can cross normally without difficulty, a water type that requires Supplies to cross, and a water type it cannot cross.
(eventually your ships will be able to cross all tiles without difficulty)
Supplies on a ship cost extra money when purchasing with Gold, and extra production when building normally.
Ships can resupply for free at Friendly Docks by spending a duration of turns.
These supplies can be 'pillaged' by enemy units who destroy Ships carrying Supplies. (So you can have real Piracy)
Ships with Supplies can have weaknesses for balance reasons (Eg. less Movement or less Combat value)
Supplies can be used for alternative things (so they're not only limited to this specific function):
Eg. Use up one Supply for a quick heal.
Benefits:
The map can be explored earlier into the game at the cost of putting in extra investment.
Certain civilisations could have benefits that allow them to do this without artificially giving them the ability to explore the Oceans for free.
Naval combat becomes much more interesting, when ships can repair themselves mid-battle (but give up their ability to retreat into deep waters, without supplies)
Players will have to manage their game on the high seas, perhaps forcing them to pick off stray survivors to steal supplies and gain money.
There's a lot of modularity in the system, enabling bonuses for extra supplies with certain policies, etc.
So the idea is called 'Supplies' but you can call it something else, and it applies only to Naval units.
In technical terms, Supplies are basically something you purchase (when constructing your naval unit)
which allows your Naval unit to cross an area of Sea / Ocean.
For example, 1 unit of Supplies on your Galley will allow it to end 1 turn in the Sea, and then the next turn it needs to end on Coast
or it will get Lost at Sea.
Each naval unit has a maximum capacity for Supplies which increases with class of ship / era.
Each class of ship has a water type that it can cross normally without difficulty, a water type that requires Supplies to cross, and a water type it cannot cross.
(eventually your ships will be able to cross all tiles without difficulty)
Supplies on a ship cost extra money when purchasing with Gold, and extra production when building normally.
Ships can resupply for free at Friendly Docks by spending a duration of turns.
These supplies can be 'pillaged' by enemy units who destroy Ships carrying Supplies. (So you can have real Piracy)
Ships with Supplies can have weaknesses for balance reasons (Eg. less Movement or less Combat value)
Supplies can be used for alternative things (so they're not only limited to this specific function):
Eg. Use up one Supply for a quick heal.
Benefits:
The map can be explored earlier into the game at the cost of putting in extra investment.
Certain civilisations could have benefits that allow them to do this without artificially giving them the ability to explore the Oceans for free.
Naval combat becomes much more interesting, when ships can repair themselves mid-battle (but give up their ability to retreat into deep waters, without supplies)
Players will have to manage their game on the high seas, perhaps forcing them to pick off stray survivors to steal supplies and gain money.
There's a lot of modularity in the system, enabling bonuses for extra supplies with certain policies, etc.