Water is important

Sea Travel Safety

Other options to make very early sea travel unsafe:
1) Do not make water depth visible to early ships, or,
2) Only make water depth visible in tiles ships have passed through.
3) Add 'Shallow' or 'Reef' tiles which destroy or damage ships. The tiles are invisible until 'found' by hitting them (same programming might allow ability to place 'minefield' in waters).

Players generally do not like the frustration of losing units for reasons out of their control, though.

To offset frustration with ship sinking:
- allow small chance that units aboard survive and appear on land if ship sinks on coast and land is vacant of units (kinda silly?)
 
Good idea, Lennon! What if you have to use the merchant ships to get resources from a trading partner across the ocean? I'd build a much large navy then.
 
Lennon said:
One of the reasons you usually don't need a large navy is the fact that the AI doesn't build one. Your transports aren't really subject to much threat, so you don't need too much escort.

What I would like to add is Merchant Ships, a bit like the old Caravans from Civ 1 and Civ 2, but only for naval trade. I know that some of you may start mumbling about micro management, but a large part of a navy's responsibility (esp. subs) can be the sinking of large amounts of cargo vessels, crippling a country's trade and production, and even cause starvation. If there were loads of Merchant Ships on the oceans, we would see large convoys with escorting ships and there you would have a good base for any civ to maintain an impressive navy.



Perhaps it would just be better to be able to assign ships to patrol a trade route you've established. The ships would then move up and down the route, and your enemies would have to engage them in order to steal from or block the route.
 
Slax said:
Sea Travel Safety

Other options to make very early sea travel unsafe:
1) Do not make water depth visible to early ships, or,
2) Only make water depth visible in tiles ships have passed through.
3) Add 'Shallow' or 'Reef' tiles which destroy or damage ships. The tiles are invisible until 'found' by hitting them (same programming might allow ability to place 'minefield' in waters).

Players generally do not like the frustration of losing units for reasons out of their control, though.

To offset frustration with ship sinking:
- allow small chance that units aboard survive and appear on land if ship sinks on coast and land is vacant of units (kinda silly?)

Very good ideas (I especially like the mining idea)! Oh well, except for that last one, which was actually, well, kinda silly... :D
 
Fromage10x said:
Perhaps it would just be better to be able to assign ships to patrol a trade route you've established. The ships would then move up and down the route, and your enemies would have to engage them in order to steal from or block the route.

I don't like the idea of ships just moving back and forth without actually escorting something (the AI would probably be much too stupid to handle that apropiately), I prefer having units fortified on the ocean (I actually find the fortify option a bit strange at sea and would really like to have it removed for Civ 4, but anyway) around the trade route, ready to intercept enemies or pirates.

Having to use the ships to trade with other continents was one of the things I had in mind, though. Then you could simply have them go back and forth between ports, having escorting destroyers or whatever. You could even be able to set up convoys which you loaded your units into, much like the excellent ideas on battle groups in another thread.
 
Wow, I really love it when someone identifies a problem I don't think of.

Am I the only one who waits a really long time to build any kind of serious navy, if at all?

There's little incentive to build a navy! I'm not saying it should be necessary, but it should be a great alternate strategy to focusing on land and roads.

- make roads happen later / slower
- make boats happen sooner / faster
 
Well, they would be escorting something...where they were would represent where the trading ships were.

But perhaps they could just be assigned to guard the tradelanes out of a certain city, then basically appear to remain fortified in that city.
 
#4 - Here is my opinion on how trade should be handled. It is assumed that nations can buy/sell resources and techs at the national levels, because the government controls those resources. What about the massive amount of independent merchant trade of smaller products? You never see that because you don't build the units or make agreements. The caravan system was removed from Civ 3, because of the addition of strategic/luxury resources and the obvious exploitation. My idea involves what I call "Ghost Units". Its not because they aren't seen or real, the concept is just easier to discuss that way. Ghost Units are automatically created and moved by an AI dedicated to w/e the GUs purpose. In this case cities would generate caravan and trading ship GUs. These units would automatically start moving to local and exotic ports and cities to trade their wares. W/e they reached their destination, they would provide some gold(taxes on exports). W/e trading GUs from foreign cities entered your cities, you would get a little gold(taxes on imports). These units could be attacked and possibly captured for a small amount of gold, although it doesn't come out of your pocket. Also, attacking these units could be cause for a war, but will not always be(especially if they were in your territory). Because of that threat, you would be encouraged to protect your trading vessels and caravans as best as possible. This system would not apply to national level trading, but policy could effect it. You could enact import or export restrictions to certain civs.
 
I really wouldn't like it if they had a 'mind of their own'. I'm getting more and more enthusiastic about convoys. Load units into a convoy and send them off to their designated port. This would still keep micro management at a reasonable level and at the same time give you a reason to build a navy. :drool:
 
Hi there a little new here but my two cents on the subjects:

#2 Why not increase ship movement and add terrain movement costs to water tiles. ie.. coastal = 1 sea = 2 ocean = 3 .. these are just random numbers which of course can be played with.

#3 While storms were a contributing factor in "lost" ships at sea the main culprit were ships actually being lost. Since astronomy or sailing by the stars had not been developed and the sextant had not yet been created ships were at the mercy of the weather. And I do not mean storms.
Picture yourself out in a sea or ocean with no land in sight. Now picture an overcast day where it is impossible to determine the location of the sun. Now decide which way is north east west or south. Next to impossible with nothing to get your bearings by. So when the game says your ship was lost at sea it does not mean that a storm took the ship and you lost it, it means the ship got lost.
I think a neat little thing they could add is tht occasionally when you lose a ship at sea, maybe it is not really lost. Make the game turn the ship invisible and set it to some random location where it will pop up in x # of turns and you get your ship back. Would be kind of neat to get a ship you thought lost, back in say 12 turns on the other side of the world with no way of knowing how to get back home.


And my addition to this conversation:

Why not give workers the ability to creates canals in small land bridge areas. always disliked the idea of cities acting as this. What do they do transport the ship from one side to the other by hand?
 
The idea about storm tiles sounds great as weather could be a factor in the entire game not just at sea. Implementing it may be tricky tho as if it just suddenly appears it could tear an entire fleet apart. Ok thats feasable at sea but may be a little more game breaking on land. As for the idea about ships being lost at sea thats great. Would need a truely massive map for that to work on best but the potential would be huge. Could even allow for them to be so seperated from you Civilization that they could be an independant country in there own ight if they have settlers.
 
Masrim said:
I think a neat little thing they could add is tht occasionally when you lose a ship at sea, maybe it is not really lost. Make the game turn the ship invisible and set it to some random location where it will pop up in x # of turns and you get your ship back. Would be kind of neat to get a ship you thought lost, back in say 12 turns on the other side of the world with no way of knowing how to get back home.

That's an excellent idea :goodjob: , although maybe have it be about 3-5 turns, and with some restrictions... i doubt a curragh would really survive a 'lost' journey across the open ocean. But it would definitely be neat if the ship popped up in an area you haven't explored, and you could take it over from there.
 
I like the sugestions i've skimmed through so far, although i have a idea too. I've always wanted to be able to make grassland or something from ocean or sea or coast so you could extend continents. either that or be able to make super huge bridges that are like 10 tiles long
 
When Civ3 first came out, I toyed in the editor with making a Dutch civ which had a UU that would convert coast into land. Is teraforming and this sort of thing going to be possible in Civ4? I hope so!
 
judgement said:
#3: at very least, give ships some chance to be lost at sea if they move through the wrong tiles, not just end their turn there (the chances would have to be decreased a little relativet to the current odds, of course). Currently, a galley can safely cross two tiles of sea/ocean - I think crossing even one should involve a little risk. Also, I'd have a (much smaller) chance that early ships can be lost even when in the proper terrain. This could be related to random events (the topic of a differnt thread) such as a hurricane or even just a major storm.
Good idea. It will reduce the chances to discover an island or continent very soon in the game, the known "suicide galleys" tactic.

judgement said:
#5: This one's easy: two cities connected by a river should be able to trade just as if they were connected by roads or harbors.
It's a known feature in Civ4, isn't it?

General Porkins said:
one way to do #4 is to have trade routes like in CTP with the same type of piracy, however this would alter the trade system. i think privateers should take away a small amount of gold per turn they are in another civs territory. the amount of gold could be determined only by the commerce in pirated civ's cities with harbors. otherwise their could be another 'random event' type action with some percentage of happening when the privateer ends its turn in other borders where the privateer takes away a larger amount of gold in one turn rather than a percent each turn

a more complex addition would be to require a privateer to return to a friendly port to actually return the gold to its civ. each privateer could stockpile only so much gold at a time. this would help the problem of a pirate hiding off in some remote location and stealing gold away without ever being found
Good idea. But I'll do some changes: I think it's better privateers becoming "special units", when it's made it cannot return to any city and it cannot be in the same tile where there are another units that aren't privateers. It will stop the exploit of using "escort", to protect privateers from being attacked.

Privateers wouldn't need support, steal 1gpt when in territorial waters (or at least 3 tiles away from any city) and 3gpt when in neighbour tiles to any city. Maybe privateers could even steal a random trading resource you don't have. Eg: Persia is getting furs from Russia and you place a privateers in persian waters, you'll have a chance to stole these furs from them in each turn your privateers stay in persian waters. It will force people to create a naval force, at least to avoid privateers from stealing gold and resources. What do you think, people?

Masrim said:
#3 While storms were a contributing factor in "lost" ships at sea the main culprit were ships actually being lost. Since astronomy or sailing by the stars had not been developed and the sextant had not yet been created ships were at the mercy of the weather. And I do not mean storms.
Picture yourself out in a sea or ocean with no land in sight. Now picture an overcast day where it is impossible to determine the location of the sun. Now decide which way is north east west or south. Next to impossible with nothing to get your bearings by. So when the game says your ship was lost at sea it does not mean that a storm took the ship and you lost it, it means the ship got lost.
I think a neat little thing they could add is tht occasionally when you lose a ship at sea, maybe it is not really lost. Make the game turn the ship invisible and set it to some random location where it will pop up in x # of turns and you get your ship back. Would be kind of neat to get a ship you thought lost, back in say 12 turns on the other side of the world with no way of knowing how to get back home.
Nice idea, but the odds of getting the ship back must be low, or people will throw lots of ships with settlers only to find new land. There should be 2 messages, one for ship shrinking (as there's in Civ3) and another for ship lost contact, so you won't know when it will return. When astronomy tech is known, all lost ships may reappear. And of course, these ships (and all units within) will still spend support while they are lost in ocean. Obviously, when these lost ships keep going in ocean squares, they'll have a chance to shrink. Maybe you can get one in ten lost ships, so it won't become a exploit :).
 
Still paying support on these lost units would seem abit weird. I would like to see soemthing along the lines of ships actually having some kind of supplies. If they dont return home or make land fall befoe there supplies run out there doomed.
 
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