What's missing, unit-wise?

I have no problem leaving Ironclads, but I don't feel they particularly add to the game.

The problem I have with this is:
- Ironclads were not slow.
- Ironclads were intended to fill the role of high-seas battleship.

Basically, my Armored Frigate is an Ironclad.

If you want to propose some sort of "floating battery" unit which is Coastal and slow and fills the role of the current Civ4 Ironclad, I'm open to suggestion, but keeping an inaccurate Ironclad unit seems like a bad trade-off.
I'm up for the floating battery :).
---

Regarding unit stacking limits: this mod is not the place for that.

However, note that the Dreadnaught and Battleship are explicitly designed to punish stacks, since they now inflict Collateral. This means there ought to be some upside to spreading your units into multiple stacks rather than the current default ("one stack to rule them all").
But stacks that are 40+ are impossible to crack unless you own a stack of equal units, regardless of what countermeasures you implement, this argument is for another thread
---

Regarding coastal defense, I wonder if the Naval game would benefit from something like "+10% defense within your borders" instead of "+10% defense in coastal waters". Knowing the reefs, rocks, tides & currents in your local waters really should have counted for something; and in the modern era, this bonus would represent better supply and communication from land-based forces.

(It would also make early Barbarian Galleys less annoying.)

This mod is probably not the place for that idea, either. ;)
That sounds mod python should be able to do (shame I don't know python), and I love this idea. IMHO coastal tiles should have 10% 20% or 30% modifiers, implementing that idea will require tinkering with maps...

Everything in bold^

"Dr Nulls Debated and Thoroughly Thought-Out Combat Mod" as name has a nice charm to it.
 
Everything in bold^

"Dr Nulls Debated and Thoroughly Thought-Out Combat Mod" as name has a nice charm to it.
Heh.

I was thinking it would be called Missing Units Mod ("MUM").

---

Anyway, what would be the stats & prerequisite techs for the Floating Battery unit? My first thoughts would be:

Floating Battery (Steam Power + Steel, requires Iron)
2 :move: (Coast only), 20 :strength: (+100% defending vs. Ships)
Cost in hammers: roughly 1/2 the cost of a Battleship.

---

Also, let's discuss the hammer costs of Destroyers, Cruisers, Battleships, etc.

My estimates are:
Battleship = 400 :hammers:
Cruiser = 175 :hammers:
Destroyer = 150 :hammers:

Thoughts?
 
Anyway, what would be the stats & prerequisite techs for the Floating Battery unit? My first thoughts would be:

Floating Battery (Steam Power + Steel, requires Iron)
2 :move: (Coast only), 20 :strength: (+100% defending vs. Ships)
Cost in hammers: roughly 1/2 the cost of a Battleship.

MUM seems fine....

I think 16 STR and 50% should suffice a pseudo 24 would provide a decent defence. to make it historical accurate maybe some from of bombardment on land. As for techs steel+ rifling and give it extra movement with steam power
 
Also, let's discuss the hammer costs of Destroyers, Cruisers, Battleships, etc.

My estimates are:
Battleship = 400 :hammers:
Cruiser = 175 :hammers:
Destroyer = 150 :hammers:

Thoughts?

Sounds about right, except that since Cruisers mop the floor with Destroyers (effective 32:20 strength ratio, Interception, Sentry, faster move), I think they should cost a bit more than Destroyers. Maybe 225 :hammers: for Cruisers?
 
Sounds about right, except that since Cruisers mop the floor with Destroyers (effective 32:20 strength ratio, Interception, Sentry, faster move), I think they should cost a bit more than Destroyers. Maybe 225 :hammers: for Cruisers?
Cruisers are 24:20 against Destroyers. Missile Cruisers would be 32:20, until you get Stealth Destroyers, at which point it's 32:wheretheheckisit.

Cruisers come BEFORE Destroyers, and you can't upgrade anything into a Destroyer, so for the Destroyer, it should feel more like adding a sprinkling of Anti-Tanks into your pre-existing Infantry stack.

The big Cruiser advantage that I see is that your upgraded Frigates and Privateers will be experienced and have promotions already. So the Cruiser should generally beat the Destroyer: in part because 24>20, and in part because the Cruiser is more experienced.
 
Cruisers are 24:20 against Destroyers. Missile Cruisers would be 32:20, until you get Stealth Destroyers, at which point it's 32:wheretheheckisit.

Cruisers come BEFORE Destroyers, and you can't upgrade anything into a Destroyer, so for the Destroyer, it should feel more like adding a sprinkling of Anti-Tanks into your pre-existing Infantry stack.

The big Cruiser advantage that I see is that your upgraded Frigates and Privateers will be experienced and have promotions already. So the Cruiser should generally beat the Destroyer: in part because 24>20, and in part because the Cruiser is more experienced.

Oh, right. I was looking at the Missile Cruiser's STR, not the base Cruiser. Nevermind, in that case.
 
So, I was over in the Customization forum looking for unit mods for the Armored Frigate, Dreadnought, Cruiser, and the medieval pre-Cannon units, and wow there are a lot of unit graphics out there.

Is there anyone interested in this mod who knows about unit graphics, and can point me to some relevant ones?

Thanks!
 
If you want me to, for version 1.4 of my mod, i could add most of these. Of course, i have to finish up v1.3 first, but that's almost done :p
 
If you want me to, for version 1.4 of my mod, i could add most of these. Of course, i have to finish up v1.3 first, but that's almost done :p
Depends what else is in your mod. ;)

Could you post a link to it?
 
Do not know if you are paying attention to this Damerell, but one of the things that always gets me about Civilization is that the more modern eras are always to fast. I think they try to pick tech costs based on some predetermined speed at which technological discoveries were made, and tried to make an average empire produce these at the same speed that world civilization discovered it. The problem is that in the last two centuries, with the advent of global wars (which caused many new and emerging technologies to be shared among the players involved), focused-and-nationally-and-financially-backed espionage (with access to the internet and some specialized know-how, there is little that can be truly hidden from other powers), and multinational corporations which sell their technologies away in the form of $100 tvs and $800 computers (the numbers are not relevant here) and expect their patents to stop their secrets from being learned (which ranges from a little silly, when selling new tvs with some new thing that makes them better in patent-friendly but fierce markets with strong competition like the US, where reverse engineering and corporate espionage are frowned upon and mildly illegal --in terms of punishments given out for the crimes--, to the downright ridiculous, like selling new tvs to china, which has its own quasi-free, quasi-state-backed corporations who readily steal and adapt new devices and have no respect for foreign patent laws on the corporation, legislative and executive levels!). As such, I think most technologies should be significantly more expensive in the later stages. It is merely that we passed all of these technologies around (or stole them) that made the whole world (not really the whole world though... and saying the West is actually too narrow a field) significantly more advanced in a very short time.
This would naturally make any marginal-use or new-addition unit have a larger window of use.
 
If only everyone thought that way.
They will, after the robot army takes over.

- - -

Anyway. Can anyone suggest graphics for the Armored Frigate (could use SotL), Floating Battery (could use Ironclad but it's not great), Dreadnought, and Cruiser?

Also, graphics for the Bombard and Culverin?

Thanks!
 
Anyway. Can anyone suggest graphics for the Armored Frigate (could use SotL), Floating Battery (could use Ironclad but it's not great), Dreadnought, and Cruiser?

When I looked at this, I found plausible models in "The Navy Mod", "TTT - Modern Alliances" (especially the HMS Dreadnought model, but not the base Dreadnought), and LoR (where the base Dreadnought is good). All of these have at least one reasonable cruiser-sized unit, too.
 
This seems like a good bombard model http://forums.civfanatics.com/downloads.php?do=file&id=11288

Culverin
http://forums.civfanatics.com/downloads.php?do=file&id=9861

I'm pretty sure ive seen an ironclad model that was just an iron frigate.
Got 'em!
I'll take a look at how to integrate them into a mod this weekend.

When I looked at this, I found plausible models in "The Navy Mod", "TTT - Modern Alliances" (especially the HMS Dreadnought model, but not the base Dreadnought), and LoR (where the base Dreadnought is good). All of these have at least one reasonable cruiser-sized unit, too.
I'll check those out.

Thanks!
 
Okay so I just had a great game ruined by this very thing. I was a small but economically and technologically advanced nation (greece) and had good relations with everyone on my continent. Egypt was on another continent and just absolutely enormous. I had 8 cities, egypt had like 20. Still, I got to assembly line and spammed factories and coal plants so my MFG was higher, and I had infantry, while egypt was still getting steam engine. I decided to launch an attack as hard as I could and filled galleons with cannons and infantry while Egypt still had rifles. I launched one wave of about 25 troops and took a couple of cities, sending my ships back to pick up troops for the second wave. Then, suddenly, Ramases gets combustion right away, I'm not sure how, probably a bulb and/or trade, but he gets it in 1 turn and he already had a fort on oil. The next turn he has 3 destroyers. I had about 12 frigates. I send my navy across, knowing he can only kill 3 ships per turn, but he somehow manages to build about another 3 destroyers per turn. So in the time it takes to sail from my continent to his he completely annihilates my navy. So there I am with a much better army than him but no way to get it over there, and all my seafood is gone, and all my coastal cities are blocked from using water tiles. I had captured one of his sources of oil on his continent (I didn't have my own) and he took it back before I could build enough destroyers. So yeah. I gave up on the game after that. I mean....it was just insane. The gap between destroyers and ships that come before them is too large. It would like if tanks were 65 str, and the same hammer cost. Whoever got to tanks first would just automatically win, they'd roll over everything. It's just stupid. 3 macemen can't defeat 15 axes. 3 knights can't defeat 15 horse archers. 3 infantry can't defeat 15 rifles. But 3 destroyers will easily wipe 15 frigates, and probably 10 + ironclads (although those are useless ships anyway with 3 movement and stuck to the coast). Seriously. Destroyers should have 15-18 str for balance, or there should be a ship in between. There should be a coal powered ship after an ironclad, perhaps with assembly line, it could have 20-24 str. That would be good for game balance, and would be historically accurate as well. I mean, there were massive battleship battles in the Russio-Japanese war, and they were all coal powered. There is zero representation of the age of coal in the game, other than that lame ironclad. It's just really exploitable because destroyers, at 30 str, are invincible to anything before them.
 
There should be a coal powered ship after an ironclad, perhaps with assembly line, it could have 20-24 str. That would be good for game balance, and would be historically accurate as well. I mean, there were massive battleship battles in the Russio-Japanese war, and they were all coal powered. There is zero representation of the age of coal in the game, other than that lame ironclad. It's just really exploitable because destroyers, at 30 str, are invincible to anything before them.

Well, this was part of my motivation. The difficulty is... if the coal-fired ships can stand up to destroyers, even at a hammer disadvantage, they'll still obliterate str-8 wooden ships with laughable ease. If, say, a Dreadnought is str-30 (even match with a Destroyer, but more expensive) and an Armoured Cruiser 20-24, you'll still need an ungodly number of Frigates to sink a cruiser. On land, the worst strength hikes between generations of units are about 50-60% - Musketman to Rifleman to Infantry to Tanks. But at sea, you've got a factor of nearly 4 between Frigate/SoL and Destroyer.

Two generations of coal ships? There just isn't enough tech tree not to be obsoleting units every time you turn around.

I think the least worst situation would be to delay the Destroyer and reduce its astronomical 30 :strength: a little, introducing the :strength: 20 Torpedo Boat as in one of the early Dr. Null proposals. This gets the Dreadnought and Armoured Cruiser down a little in :strength: as well, keeping the Dreadnought a reasonably even fight with a Destroyer. Then if the Ship of the Line gets a bit more :strength:, perhaps 10 (reducing the bonus against Frigates proportionately), you might just be able to hold off an otherwise weaker opponent's Armoured Cruisers with wooden warships.

Hmmm. Perhaps three coal warships, total, making the naval units:

Galley, Trireme, Caravel, Galleon: as Civ 4.
Man of War: 4 :strength:, 2 :move:, 65 :hammers:, Guilds and Compass, not ocean-going, nicked wholesale from LoR.
Ship of the Line: 10 :strength:, plus 20% against sailing warships (or all other sailing warships if this somehow makes SoL vs SoL demented), otherwise as Civ 4.
Paddle Steamer: 6 :strength:, 4 :move:, 100 :hammers:, Steam Power, Astronomy, Coal or Oil, capacity 4, also nicked from LoR.
Coastal Monitor: Civ 4's Ironclad, renamed.
Ironclad: 14 :strength:, 4 :move:, 120 :hammers:, Steam Power, Astronomy, Steel, Iron, Coal or Oil.
Armoured Cruiser: 20 :strength:, 5 :move:, 170 :hammers:, Steel, Steam Power, Astronomy, Assembly Line, Iron, Coal or Oil.
Dreadnought: 27 :strength:, 5 :move:, 230 :hammers:, Steel, Steam Power, Astronomy, Military Science, Assembly Line, Iron, Coal or Oil.
Torpedo Boat: 18 :strength:, 6 :move:, 130 :hammers: plus 20% vs Dreadnought, Battleship: Combustion, Oil (unlike a Destroyer, cannot be fission-powered).
Destroyer: 27 :strength:, 180 :hammers:, also requires Radio, otherwise as Civ 4.
Battleship: as Civ 4 but requires Radio, to avoid the case where you can build BB but not DD.

Why don't the warships require Rifling, let alone Artillery? Neither do Civ 4's Destroyer and Battleship... and in practice you're going to have teched Rifling by then. Or maybe add it to all four of the Armoured Cruiser, Dreadnought, Destroyer, Battleship? Also I think you might be able to build Battleships without Steel. If so, fix that.

So how's this work out? When your opponent brings out Monitors and Ironclads, you've got half a chance to fight on with Ships of the Line, which are actually good for something now. Even Armoured Cruisers can be brought down by sufficient numbers... or you might be up to Ironclads by then. Torpedo Boats are still sheer death on wooden navies, and can be used in pairs to sink Armoured Cruisers and Dreadnoughts (you get one of them back, so you come out ahead on :hammers:.)

You're not that likely to build Dreadnoughts, but you might - if you don't have Oil, or if you teched Military Science because Ships of the Line are a little better now. Everything's a bit crammed in, but that's inevitable given the amount of tech tree we have to work with.

Also, I think some of the tech requirements are unnecessary, which needs checked - I can't believe some of those Dreadnought techs don't implicitly require Astronomy, but I'm on a very slow machine and can't conveniently check the whole tech tree, sigh.
 
I favour the simplest solution, the one that makes the fewest changes to the game. After thinking about it, I really think the simplest answer is to do just 3 things:
1) buff the ironclad to be as fast as a frigate (they were faster than sailships in real life and this is better for balance) and let it travel the ocean. Upgrade it from some weird niche crap that it is now to a real coal powered ship.
2) drastically nerf destroyers. If ironclads stay at str 12, destroyers should follow the ground unit example of increasing str by 50% per era, so destroyers should have 18 strength. Battleships could be left as is, completely overpowering destroyers but still needing them as escorts to deal with subs
3) destroyers should require coal OR oil. I'm okay with battleships requiring oil (even though this isn't accurate) for game purposes, as well as aircraft carriers, but destroyers should be accessible with coal.

This would be very easy to implement, is hardly a drastic change to the game, and improves gameplay and balance by a million percent!
 
Top Bottom