Vessel Hop

marceagleye

Underground Economist
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I'd guess this strategy tip would be well-known but I'm not sure so I'll elaborate. Although I've only posted a couple of times in the last three years I do still play a lot. I'd consider myself a near-expert.

To move your units all the way around the world in one turn:

Have your empty transports in position ahead of time. As an example suppose you need to move four rifleman and four cavalry to an overseas city twenty tiles from your nearest mainland city... You will need ten galleons (or eight if you're seafaring). Have 2 galleons in the departure city and 2 galleons every fourth (or fifth) tile from the city fortified and waiting for the arrival of units. Have a couple of frigates fortified PERMANENTLY on these tiles so that when you transport your troops only your galleons move and not your frigates. Also remember to avoid the straight-line horizontal and vertical trap. Your galleon can only go in a straight line horizontally or vertically if all tiles along its path are clear of rival units. Stagger your frigate-fortified vessel-hop positions so that a rival unit cannot block your path by ending its turn on a needed tile.

That's half the work. Now to move the units load the 4 rifles and 4 cavalry into the 2 galleons in the departure city. With the galleons loaded, move them to the first vessel-hop tile where 2 frigates and 2 galleons are waiting. Wake all units. Load each unit into the galleon at the BOTTOM of the list. (The one that's been on that tile the longest). After loading all eight units, the 2 galleons that moved already are empty and the two galleons that were waiting are now full. Now move those two galleons to the next vessel-hop tile and repeat the process. There's no need to move your frigates. They stay on the same tile to protect the arrived galleons instead of following the departing galleons. When your last galleon reaches its destination, your units will still be active and you can use them that very same turn.

If you didn't know about this or have never tried it you will find it useful. It's unfair in a sense because the AI doesn't do it. In that regard I'd call it a 'CHEAT', but a useful strategy nevertheless. I hope it contributes to your success. Happy civving!
 
I've used it. I never knew how the list of units was ordered, so I'd like to add one detail to your tip, if I may. I always renamed my ships before setting up the chain. Galleon 001, Galleon 002, or Galleon Alpha, Bravo, etc. That way, I could look and see which transports have movement left and load them appropriately. It's a real pain to load 16 units into boats, only to discover that only 8 of them are on boats that have movement left!
 
Ship-chaining is too useful to not use in your solo games, though many consider it an exploit and often it isn't allowed in competitive games, such as Hall of Fame or XOTM's. Another trick is when frigates aren't enough, you can park ironclads on top of each transfer point.
 
Ship-chaining is too useful to not use in your solo games, though many consider it an exploit and often it isn't allowed in competitive games, such as Hall of Fame or XOTM's.
Correction: it is allowed in both of these competitions, although you are right in that some competitive games do not allow it.
 
Well, in reality, this would've been useful for troops to hop from injured ships to fresh ones, but from ship to ship for movement, it really doesn't make sense, seeing as how reality is not turn based. :D

Personally, I don't have the patience to do such a thing although it is a good strategy.
 
I've used it. I never knew how the list of units was ordered, so I'd like to add one detail to your tip, if I may. I always renamed my ships before setting up the chain. Galleon 001, Galleon 002, or Galleon Alpha, Bravo, etc. That way, I could look and see which transports have movement left and load them appropriately. It's a real pain to load 16 units into boats, only to discover that only 8 of them are on boats that have movement left!

Thanks for the tip. That's the problem I've had with the technique.
 
I never knew how the list of units was ordered,
Generally speaking, here's the pattern I've noticed:

If you move a boatload of troops onto a tile that has an un-used boat..."wake transported" and then start loading, the boats with the un-used movement points will be on the bottom.

If you use part of the movement points of an empty boat to get "to" a boat with troops in it.. "wake transported", then the one on top will be the one you just moved.

@marceagleye: "Ship-chaining" is one of those things that has been discussed at length on the boards (here, Apolyton, RBC, etc.) If you can distill it down to the point that a newbie can understand how it's done, you will improve the contribution you tried to make with this thread. ;)
 
would this work also with dromons??

if i had great lighthouse presumably they wont sink in the ocean?
 
would this work also with dromons??
From the standpoint of moving troops, the Dromon works like a galley...so "yes".
if i had great lighthouse presumably they wont sink in the ocean?
Won't sink in the sea. Though this might have been different in PTW/Vanilla... I'm dead certain there is still a chance of losing galley in the Ocean - even with the Great Lighthouse...

...having said all that...

There is ALSO a difference in sinking probabilities between seafaring and non-seafaring civs. Ginger Ale wrote an article on the subject. So a seafaring civ with the GLight would have a much better shot of getting a galley across the ocean than a non-seafaring civ.
 
You are right scoutscout. The unit that has been on the tile the longest will be at the bottom of the list. When "ship-chaining" always load your units into the transport at the BOTTOM of the list because that's the one that still has all of its movement points. I never knew it was called ship-chaining. I call it vessel hopping.

I use this strategy whenever possible. I love it when my settler beats the AI settler to that newly-discovered land because I used ths strategy.
 
unit that has been on the tile the longest will be at the bottom of the list.
Now THAT is a nice little detail I never caught... hopefully others will benefit from that insight.

As for apologies, none needed. :thumbsup:
 
This strategy will work with any ships capable of transporting things, but I'm not sure about planes...

Even in Vanilla and PTW the Lighthouse didn't stop sea-sinking.

I believe that there was a study done on this, and that first-turn sinking change for non-seafaring was ~35% and ~55% for seafaring. This is what I remember, so you guys may want to search for this.

So the "used" ships appear at the bottom, and the "unused" ones appear at the top?
 
The easiest way to keep track of which ships have moved moved and which didn't is what Aabraxan said and what I use - just name/number the ships. Make it simple - since you have the capability of renaming units in C3C, do it!
 
Ship-Chaining/Vessel Hopping is not a Cheat Xerxes used something like it when he Fought the greek(I dont remember the Years or even if it was Xerxes or not).
 
I've never tried this, couldn't afford it in the game I'm playin'. Sounds interesting, though.
 
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