If you dominate the navy you could have 'mages' casting spells from the ships
and then all your mages are SAFE from assasins. If you dont have access to fire you could throw in some arcane barrage to cast some fireballs.
I say that there do exist ways to use the navy to support a land war.
One of the problems is speed: it just seems to slow, when a raiders horsemens can move 9 spaces each turn. But if you increase the speed of your navy, you can do your thing and move your ships to safty long before the enemies navy could react.
Vision would help. Could we make the arcane barrage a carrier so that it can carry birds? Would be a simple and wonderfull addition. And kind of fit to I think.
Another ide is when loading or unloading units the ship could move no further. Or
to be able to unload units the ships could not have moved before. That way ships
could be made realy realy fast without any problems. Cuz you still have to wait 1 turn before unloading units.
I also find it borring that the ManOwar is so dominating at the end.
I
Some special tripespecific seaunits like in the CivIII WarhammerMod would be nice... maybe
I think that in some respects naval vessels should have a promotion based on the tech level. So similar to how melee units convert from stone to bronze to iron to mithril, ships would promote like so.
It was done to balance the spell. Which was arguably the most powerful Level 2 spell available before...
Some special tribe specific sea units...might be nice.
Not really anything you can do, at least without serious SDK changes. No unit with cargo can be cargo at the same time, and units can only carry units of one domain (land, air, sea). (If they carry specialunit type cargo, like bird, they can only carry units of that domain and specialunit type.)
I asked Kael to change this a long time ago, but he said it could cause too many problems.
I'm wondering, since there is obviously a way to make one unit (say a warrior) look different depending on which Civ your playing, I'm wondering if you could have something like a 'brood pen' requiring a harbor that would allow you to build/breed a 'generic' sea-going unit. Thus the elves might have elves riding dolphin like 'cavalry' while the Sheaim have some sort of Sea Dragon. All would have the same sort of stats, but they'd at least look different. Either that or you'd might have various generic units that different Civ's could share. Some ideas might be:
Water 'cavalry': As mentioned above, some form of dolphin/shark or whale riding unit. Different races would use different graphics. Elves on dolphins versus Orcs on sharks perhaps. Biggest problem I have with units like this is why having them over just a ship. My view (one that I'll elaborate more soon in a post about Piracy) is that I think these units could capture ships since some of the 'wave-riders' could carry extra troops.
Water Monsters: Just like in Pirates of the Caribbean, critters on demand! Again evil races might have sea dragons and good races might have whales, especially white ones!![]()
Specialty Units: Of the top of my head I'm thinking Sirens that come with a tougher Charm person attack (sort of naval succubi) and might possibly be a additional Sheam/Kahdi unit to come through their gates if the city has a harbor. Obviously the Dwarves would have to have something like steam-driven subs or perhaps a mechanical/golem monster shark.
Another thought is to have a way to different paths for mages. Maybe something to think about in another thread but originally there were mages and summoners. Now summoning is tied in with mages and locked in with mostly land units. Perhaps there could be an early promotion (if a seperate unit wasn't wanted) that would designate the unit to be a 'water mage' and thus would have variants of the spells the land mages use. Thus you'd have things like Fair Wind and the like, but newer spells tailored more used on the ocean.
For example, if you have life/nature mana and if they ever come up with the 'evil kelp' that spreads in Hell Terrain zones, they could clear it. They would summon water/air creatures. Perhaps maybe even be able to create Drown regardless of religion (although I think there would be a AC penalty or only be used by evil/neutral races)
Plus shouldn't their be a unit/spell that should allow the capture of water monsters in the way that land creatures are taken?
There is a water monster in the game right now, the Leviathan could randomly appear in new games. Some unique monsters for Sheaiim and other civs for the later techs would be nice, of course. (I remember that Kael had written long ago that there should be not too much superunits and artifacts in the game, so that they are really unique. And I agree with that.)
I think different units for the civs should have different attributes, only other graphics makes the game not better..
but it should be much more than stone, Scissors, paper
Well for me, different graphics makes the game more visually pleasing and thus more fun. That being said, I have no problem with the different units having different abilities. I mean elves on dolphins are going to fight differently than Orcs on sharks. My point was that if people were going to put these together and didn't want to go to nuts on designing and working on game balance, they could be the equivalent of a water warrior where a lot of difference in the unit isn't needed.
I was thinking that another version could be 'sea chariots' where you have the chariot being pulled by sea turtles, dolphins or the like. That unit would be the 'upgrade' unit and might be able to capture ships via borders.
Yes, but what I really meant was that 'water monster' is just a term for sea animal that works like the wolves, lions, bears and the like. Tough and nasty against galleys and the like, but not invincible. The Leviathan is something that you have to work to kill so in that since it is a "Hero" monster as opposed to a "Animal" monster. You wouldn't be able to tame a 'Hero" monster.