Treasure Fleets

I got 1 treasure fleet, but don‘t know how. 😂 So how do I get a second one? I have a distant land city with more than 1 ressource which appears to be a treasure. But a fleet can‘t be build in city production?

You get them every 8 turns (on normal game speed) in cities that have improved treasure resources and a Fishing Quay, so long as you have Shipbuilding researched. You can see which cities are working on creating treasure fleets in the resource overview.
 
It's truly shocking how you could miss such an easy lay-up

You're telling me Firaxis went through all these effort to create distinct themed historical ages and then in their exploration age themed around european colonization complete with treasure ships, there is no ability to create privateers or engage in piracy outside of declaring a full blown war 🤦‍♂️.
Historically nations only commissioned privateers in times of war, and the privateers were only empowered to attack nations at war with whoever issued their letter of marque. So the game would actually be far LESS historically accurate if you could do this “outside of declaring full blown war”.

Privateers were not pirates. Privateers were legally recognised legitimate combatants in a war. Pirates were criminals, reviled by all civilised nations, and deemed enemies to all humanity. In times of peace, former privateers who suddenly found themselves unemployed sometimes had little choice but to turn to piracy, but this made them criminals subject to summary execution if captured by any nation, including their former employers.

To get the effect you want and still maintain any degree of historical accuracy the game needs different types of war. In all Civ games that I’ve played, being at war means being in a state of total war as we’ve come to recognise in the 20th century. But in earlier ages in real life being at war didn’t necessarily mean gearing your entire economy for war and marching all the forces you could muster at your enemy’s capital. Being at war could be more of a diplomatic and symbolic thing with little to no actual combat involved, or it could mean border skirmishes and colony raiding.

The problem with warfare in Civ is that we only have “full blown war” as an option. They should add an option for colonial warfare where you cannot enter enemy homeland territory but can freely fight in neutral territory (like the sea) or raid / capture distant colonies. This type of war should have no war weariness (or very little) and have only minor diplomatic penalties compared to total war.
 
Historically nations only commissioned privateers in times of war, and the privateers were only empowered to attack nations at war with whoever issued their letter of marque. So the game would actually be far LESS historically accurate if you could do this “outside of declaring full blown war”.

Privateers were not pirates. Privateers were legally recognised legitimate combatants in a war. Pirates were criminals, reviled by all civilised nations, and deemed enemies to all humanity. In times of peace, former privateers who suddenly found themselves unemployed sometimes had little choice but to turn to piracy, but this made them criminals subject to summary execution if captured by any nation, including their former employers.

To get the effect you want and still maintain any degree of historical accuracy the game needs different types of war. In all Civ games that I’ve played, being at war means being in a state of total war as we’ve come to recognise in the 20th century. But in earlier ages in real life being at war didn’t necessarily mean gearing your entire economy for war and marching all the forces you could muster at your enemy’s capital. Being at war could be more of a diplomatic and symbolic thing with little to no actual combat involved, or it could mean border skirmishes and colony raiding.

The problem with warfare in Civ is that we only have “full blown war” as an option. They should add an option for colonial warfare where you cannot enter enemy homeland territory but can freely fight in neutral territory (like the sea) or raid / capture distant colonies. This type of war should have no war weariness (or very little) and have only minor diplomatic penalties compared to total war.

Great post, welcome ot the community btw.

Yeah I'm aware of the distinction between privateers and pirates and I absolutely agree with you that the sort of limited wars that I would in effect want could only work if Firaxis completely redesigned how its war and peace mechanics work. I've long been a proponent of Firaxis redesigning its war and peace mechanics, ever since being introduced to the infinitely superior and better abstracted models provided in Paradox games like EU3.
 
Has anyone had any success on creating the alliance treasure fleets the economic advisor mentions? Sounds cool but I never saw the option in diplomacy with my distant lands allies.
 
Has anyone had any success on creating the alliance treasure fleets the economic advisor mentions? Sounds cool but I never saw the option in diplomacy with my distant lands allies.

Oh so that's where I saw that. I hadn't been able to find that information again.

Full text, for those wondering:
"You can increase your scoring rate by founding more Settlements in Distant Lands, acquiring more Treasure Resources, and using the Create Treasure Fleet Diplomatic Action with any Distant Ally."

However, no such option seems to exist in-game. I went into an old save where I knew I had an alliance with someone in distant lands, and they have multiple cities with treasure resources, and I have some as well. I also have shipbuilding researched, but there's nothing there.
 
The problem with warfare in Civ is that we only have “full blown war” as an option. They should add an option for colonial warfare where you cannot enter enemy homeland territory but can freely fight in neutral territory (like the sea) or raid / capture distant colonies. This type of war should have no war weariness (or very little) and have only minor diplomatic penalties compared to total war.
Yea Humankind did this right by being able to attack other civs units in unclaimed territory without declaring war, it just cost relation with that AI..

Civ 7 as a whole needs way more recourse options for players...

-stop enemy players/AI from converting your cities (civ 6 apostles)

-steal treasure fleets so owning a real navy to escort them is important (like the Pirate Scenario in civ 6)

-If someone is pursuing any victory project in the modern age, is there any real way to stop them?
(the existing espionage options don't really hinder or prevent someone from completing the project once underway...)

-How do you deal with the AI spamming so many settlements on your borders and settlers now take more than one turn to kill
(Civ 6 loyalty or at least giving the AI a concept of it)

-preventing someone (particularly a Human Player) from bee-lining to complete the Techs or Civics trees just to end the era early...
 
-preventing someone (particularly a Human Player) from bee-lining to complete the Techs or Civics trees just to end the era early...

They already did this by putting a cost increase on repeat researches of Future Tech/Civic. Cost increases by 100% of the original amount for every next time you research it.
 
They already did this by putting a cost increase on repeat researches of Future Tech/Civic. Cost increases by 100% of the original amount for every next time you research it.
Yes, but I feel like there should be an option to turn +10% age progress off, especially since they made Future Tech/Civic repeat now, and in the modern age, it shouldn't add any progress at all. I digress but the devs had said they are looking into victory conditions/age progress and modders will probably give a solution before then anyways...
 
Yes, but I feel like there should be an option to turn +10% age progress off, especially since they made Future Tech/Civic repeat now, and in the modern age, it shouldn't add any progress at all. I digress but the devs had said they are looking into victory conditions/age progress and modders will probably give a solution before then anyways...

Correction, it's flat +10, which is half as much (less than half with the Long Ages option) as 10%. Also, the wildcard attribute point is probably pretty strong.

My personal solution would be to provide a degree of progress to the science or civic legacy path of an age, or something like that, and rebalance those legacy paths a bit if needed, and reduce the age progress to 5. However I don't think that's something that can be done with just XML which means that it's outside my modding capabilities.

I did make a mod to address game pacing in general though, which does touch on legacy paths and age progress. I'll upload it once I've finished my current playthrough because I want to make certain that my estimates for how much to change certain things weren't wildly off.
 
Thats pretty cool, I'll have to try it!
My personal solution would be to provide a degree of progress to the science or civic legacy path of an age, or something like that, and rebalance those legacy paths a bit if needed, and reduce the age progress to 5. However I don't think that's something that can be done with just XML which means that it's outside my modding capabilities.
dang, taking age progress down to 5 would've been a nice change...
 
Inland Treasure resources are still useful because they will be Factory resources in Modern.
 
Here's another instance of a questionably spawned treasure fleet resource. The spices below the Courser can only ever become a treasure fleet if a settlement is settled exactly on the tile I'm hovering over.

Imo there should either be a way to get treasure fleets from inland resources, e.g. by transporting them from an inland city to a coastal city, or they should never spawn more than 4 tiles, or perhaps even 3 tiles, away from coast. Even if 5 tiles is technically possible to transport.

Oh wait, correction upon taking a closer look, the spice that's further to the north is adjacent to a Navigable River which provides a strip of land, still one tile wide, where you could theoretically get out the spice the Courser is standing on, starting with the tile I am hovering and going west. Not much of an improvement though.

1740061777408.png
 
Privateers were not pirates. Privateers were legally recognised legitimate combatants in a war. Pirates were criminals, reviled by all civilised nations, and deemed enemies to all humanity. In times of peace, former privateers who suddenly found themselves unemployed sometimes had little choice but to turn to piracy, but this made them criminals subject to summary execution if captured by any nation, including their former employers.
Fun Fact: This is actually one of the, if not the earliest example of International Law, and as far as I understand it still exists as such.
 
I’m playing my second game and I’m in the Exploration Age. I had a fleet commander with 4 movement. I packed a ship in him and his movement went up to 6. It stayed that way for a few turns then dropped back to 4. I had the exact same thing happen in my first game too. Any idea what’s causing this? I’m assuming it’s a bug, but if it’s a feature I would like to replicate it intentionally.
 
I’m playing my second game and I’m in the Exploration Age. I had a fleet commander with 4 movement. I packed a ship in him and his movement went up to 6. It stayed that way for a few turns then dropped back to 4. I had the exact same thing happen in my first game too. Any idea what’s causing this? I’m assuming it’s a bug, but if it’s a feature I would like to replicate it intentionally.
I haven’t built any Fleet Commanders yet, but I know that Army Commanders do get bonus movement if they’re carrying troops, so I assume Fleet Commanders do too.
 
I feel reasonably secure in saying that I've found a treasure resource (highlighted Spice) that cannot possibly be transported to the Homelands no matter what.

The navigable rivers to the southwest and east-southeast are both one tile too far away to allow a city to cover both them and the Spice, the navigable river in the north is two tiles too far away, and there are no unexplored navigable rivers in the remaining fog of war.

1740209931467.png
 
I've stopped trying to complete the Economic Legacy Path in the Exploration Age. Even if I rush Shipbuilding, the AI in the Distant Lands have settled most spots with treasure resources and the Treasure Fleets are so slow, I just kinda don't bother. I still try and settle 2 or 3 towns in the Distant Lands. I know I could be more aggressive, but I'm a peaceful player at heart and just want to chill. Getting Relics and Tile Yields are much, much easier to just chill and do. Treasure Fleets are so map dependant that I'm just now avoiding it. Same as Relics in Modern, much, much easier to just chill with Railroads and Flight, let them tick up instead of running around with Explorers. Only the Ancient Age is somewhat a rush to build the wonders, settle out, get the resources, earn money to make cities to house relics, and defend or attack.
 
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