Surtur
Warlord
Higher movement and zone of control would really help the navies to become more important.
I thought Civ IV _did_ have blockades? At least, they're referenced in the manual. I haven't tried them, but presumably if one blocks every water square adjacent to a city, it's blockaded. And, historically, it _did_ take a fair number of ships to effectively blockade a city (of course, they could also partially blockade...). As you say, if the city's also connected by roads then a blockades much more difficult to establish - but that too seems realistic.Craniumgroup said:To respond to some of these posts:
I don't think I am in favor of the granularity of producing a merchant vessel and plying the seas with his wares. That brings up a micromanagement issue that Civ4 takes pains to avoid. I would like to see the Blockade capability come back (Civ3 had it IIRC) and that could disrupt overseas trade nicely without having to bother with finding and destroying merchant vessels and there escorts, etc. But with the new Trade Network rules, you would have to blockade every coastal city and that could be a tall order depending on the map. Regardless, it would be nice to see that capability restored.
I do appreciate the fact that it is hard to represent certain aspects of the game with a turn-based system, but in my original post I thought that they were close. I personally think making water resources truely oceanic and developing a worker boat-class that could exploit deep water squares regardless of cultural boundaries would truly be enough to add that extra bit of emphasis that I'm looking for. It would give civs something to compete over on the water like they compete over resources on land.
...C
gippy said:I thought Civ IV _did_ have blockades? At least, they're referenced in the manual.
There was such a feature in Civ3, did they remove it?They should add in a feature for port blockade, similar to they have in RTW. Imagine how a civ would be suffering if loses several of its sea based trade routes at once.
JG99_Korab said:Though I do agree that navy could be a bit more realistic. But there aren't much of pirates in the modern days. that was back in the wooden ship days. And they do already spawn barbarian ships and you can already set how frequent they are.
mutax2003 said:They should add in a feature for port blockade, similar to they have in RTW. Imagine how a civ would be suffering if loses several of its sea based trade routes at once.
Mutax2003
Yeah call to power is a very underrated game. They also had missionaries first.DaveDash said:Call to Power 2 had it so much better than Civ ever has had in so many ways.
Every time I see a thread saying 'I wish Civ4 had this' I think 'Call To Power 2 did this'.
Basically you have trade routes that are displayed on the map. Enemy ships on your trade routes could 'pirate' it without declaring war. One diplomatic option was to stop piracy or else.
Later on you could also build privateers which did not have your civs markings, and you could pirate trade routes without straining diplomatic relations.
Of course, one needed a navy to protect ones trade routes.
Roxinante said:"When I sally forth to seek my prey
I help myself in a royal way.
I sink a few more ships, its true,
Than a well-bred monarch ought to do;
But many a king on a first-class throne,
If he wants to call his crown his own,
Must manage somehow to get through
More dirty work than ever I do"
-The Pirate King "Pirates of Penzance"
"At length we stood two cables away (how I wish I was in Sturbrook now)
Our crack four-pounders made an awful din
But with one fat ball the Yank' stove us in
Barrett was smashed like a bowl of eggs
and the main truck carried off both me legs"
-Stan Rogers "Barrett's Privateers"