What is wrong with the Naval Game?

I have mixed feelings about loading units on ships, but I think it's weird that Civ V did away with it, in pursuance of the one-unit-per-tile rule, only to allow for aircraft to stack and be placed on aircraft carriers. That said, I'm rather partial to Old World's Diplomacy-esque solution to 1UPT naval transport: Units can move from one landmass to another, provided that a ship, or chain of ships, is anchored between them.
Given that 1UPT is also an innovation I never liked, and viewed as unnecessarily, "gamier," than many, loading units onto ships like in Civ1-3 (and, 4, I guess, though I've never personally played 4) seems much more intuitive and workable to me.
 
I personally prefer transports too; but it's hard to see how the AI can be better at loading transports, than just moving units into the water anywhere.
 
I have never liked the embarkation feature. Civ IV had it best, with a real navy strategy. You had to plan ahead, with your transports, having enough of them and moved to the right locations. Plus, you had to have warships to protect them, or to attack opposing navies. The AI did a great job with them as well.
 
I like embarkation because it's simple, but I can certainly understand preferring ship transports for realism. Of course, I'm all for anything that requires me to put less thought into my military, units, or combat because that's not the part of the game that interests me.
 
I like embarkation because it's simple, but I can certainly understand preferring ship transports for realism.
I actually really like the way Old World does it because you need ships to pass over ocean tiles but they basically turn the water in land for the purpose of movement so you can still transport your entire army with only one ship, depending on the amount of water you need to cross.
 
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I have never liked the embarkation feature. Civ IV had it best, with a real navy strategy. You had to plan ahead, with your transports, having enough of them and moved to the right locations. Plus, you had to have warships to protect them, or to attack opposing navies. The AI did a great job with them as well.
I think you mean Civ1-4 had it best, not just Civ4, because I believe it was effectively the same loading, transport, and unloading with need for naval escort mechanic in all of them, and the AI could really work them, often with surprising efficiency and ruthlessness.
 
I think you mean Civ1-4 had it best, not just Civ4, because I believe it was effectively the same loading, transport, and unloading with need for naval escort mechanic in all of them, and the AI could really work them, often with surprising efficiency and ruthlessness.
Yes, but I only played Civ 3 and 4. Civ IV is still the best in the series, and then V and VI made it so there is almost no need to build any naval ships.
 
realistically it would make sense to have transports, but as far as playing a game, I don't know why I should build military units which cannot fight.
There are a LOT of military units, in reality, that do not FIGHT (or are strongly discouraged from it, or even disallowed by regulations, from trying). Not only transport, but recconaisance, logistics, medical, quartermastering, base and field infrastructure, engineering, etc. Very few militaries REALLY have the Klingon, WoW Orc, or Starship Troopers Mobile Infantry doctrine where everyone is a frontline combatant first, and something else second. Even in terms of, "playing a game," the idea that every military unit, "fights," leads to oversimplified, counter-intuitive, or bizarre scenarios, especially in the hands of the AI (not that gameplay in Civ iterations is alien to those, but still).
 
Transports were awesome particularly with a militia unit in case there's goodie huts in land tiles ashore.
 
Transports were awesome particularly with a militia unit in case there's goodie huts in land tiles ashore.
Indeed, in Civ2 and Civ3 (and Civ1, though I haven't played that for AEONS), you could take one or more Ancient and/or Medieval land unit on a pre-Exploration Era ship (even if they had a good chance of sinking in the deep ocean, the point is, you coat hug), and unloading, grabbing goody units (which could increase your war party, give you settlers, or even fully-settled cities), and even mark areas on your map for future cities to send settlers to, and classically go, "a Viking," - a pleasure, ironically, Harold Hardrada in Civ6 is denied by game mechanics.
 
Indeed, in Civ2 and Civ3 (and Civ1, though I haven't played that for AEONS), you could take one or more Ancient and/or Medieval land unit on a pre-Exploration Era ship (even if they had a good chance of sinking in the deep ocean, the point is, you coat hug), and unloading, grabbing goody units (which could increase your war party, give you settlers, or even fully-settled cities), and even mark areas on your map for future cities to send settlers to, and classically go, "a Viking," - a pleasure, ironically, Harold Hardrada in Civ6 is denied by game mechanics.
Yeah, I agree, Hardrada is one of the vanilla civilizations that could use an improvement.
 
Indeed, in Civ2 and Civ3 (and Civ1, though I haven't played that for AEONS), you could take one or more Ancient and/or Medieval land unit on a pre-Exploration Era ship (even if they had a good chance of sinking in the deep ocean, the point is, you coat hug), and unloading, grabbing goody units (which could increase your war party, give you settlers, or even fully-settled cities), and even mark areas on your map for future cities to send settlers to, and classically go, "a Viking," - a pleasure, ironically, Harold Hardrada in Civ6 is denied by game mechanics.
Sorry, what are you saying that Hardrada is denied by game mechanics?
 
Sorry, what are you saying that Hardrada is denied by game mechanics?
In earlier games in the franchise, one could put an ancient age military unit on an ancient age boat and send it along the coast of the continent or Pangea land mass. It's not quite the same as coastal raiding, but the "goody huts" / tribal villages often had worthwhile contents: gold, or a new tech, or even a settler.

In Civ5 and Civ6, that can't happen until you discover the tech to allow your scouts or warriors to embark. For most leaders, that tech is researched dozens of turns later than in the earlier games. The Viking leader in Civ3 could go on naval adventures much, much earlier than the Viking leader in Civ6.
 
In earlier games in the franchise, one could put an ancient age military unit on an ancient age boat and send it along the coast of the continent or Pangea land mass. It's not quite the same as coastal raiding, but the "goody huts" / tribal villages often had worthwhile contents: gold, or a new tech, or even a settler.

In Civ5 and Civ6, that can't happen until you discover the tech to allow your scouts or warriors to embark. For most leaders, that tech is researched dozens of turns later than in the earlier games. The Viking leader in Civ3 could go on naval adventures much, much earlier than the Viking leader in Civ6.

I think that's why Harald has the Coastal Raiding ability earlier than others can. Yeah, they can't load a military unit and explore other coasts, but they can still patrol and look tribal villages.
 
In earlier games in the franchise, one could put an ancient age military unit on an ancient age boat and send it along the coast of the continent or Pangea land mass. It's not quite the same as coastal raiding, but the "goody huts" / tribal villages often had worthwhile contents: gold, or a new tech, or even a settler.

In Civ5 and Civ6, that can't happen until you discover the tech to allow your scouts or warriors to embark. For most leaders, that tech is researched dozens of turns later than in the earlier games. The Viking leader in Civ3 could go on naval adventures much, much earlier than the Viking leader in Civ6.

Harald gets the Viking Longship at the same time when other civs get a galley, which is fairly early in the game. The Viking Longship can do coastal raids, and that includes visiting friendly villages, and also capturing a barbarian or enemy builder or settler. Privateers can do this too, as well as the submarines they upgrade to.
 
That's actually Harald's ability, not something unique to the Longship. Harald can use any naval melee unit to pillage.

That is interesting, but then, I've never been really tempted to play as Harald despite my Scandinavian last name! I'm not a big pillager/raider, really, so the perks don't entice much.
 
That is interesting, but then, I've never been really tempted to play as Harald despite my Scandinavian last name! I'm not a big pillager/raider, really, so the perks don't entice much.
Yeah, Norway isn't that interesting of a Civ but you can have fun with them in the right circumstances.
 
In Civ3, a version of the "lost at sea" mechanic was enforced. If you directed a Galley (Classical-ish) or Curragh (Ancient) to go from point A to point B, the game would always select a safe route using coast / shallow water tiles. If you directed one of this ships manually, you were free to enter deeper water, either Sea or Ocean. You had a percentage chance of being lost at sea. Skilled players would often send such ships on one-way exploration missions, trying to find the other continent or island. Risk/reward tradeoff.

BTW, the Curraghs had 2 movement, the Galleys 3 moves, and Caravels 4. Building the Great Lighthouse gave all units +1; having the Seafaring trait also gave +1. No units embarked! All land units had to be loaded onto a ship to be moved, which could be done as soon as Galleys were available.
I've hit a bug (I think it's a bug) in a couple Civ 6 games where I've been able to order galleys across deep water after researching... whichever tech it it lets you build caravels, but without actually upgrading them.
 
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