krwhitinglaw
Chieftain
- Joined
- May 8, 2007
- Messages
- 42
Here are some observations I have from playing this scenario - understand I've only played it this one time and only part way as Japan, but I've played Civ III complete for a long, long time and I've played board strategy games since I was a kid - 30 years ago (mainly Third Reich but also many others - including the original board edition of Civilization from Avalon Hill).
Rocoteh, as for your wish that the carriers act with striking power appropriate to their real-world capabilities - I think you've done that and do not need to make any further changes to them (that includes to the aircraft). The Kates that Japan starts with and the carriers they have allow them to create what I consider the minimum striking power for a carrier task force (12 squadrons of effective bombers and 8 of fighters is what I consider a minimum to actually do serious damage and they start with 12 and 9). A typical BB in the game will average 11 hit points - 12 squadrons of Kates is sufficient to sink a single BB in most cases (usually 8 or 9 get it done). Also their range of 7 spaces allows them to be used against BBs that are more than 1 turn away while also allowing them to be able to conduct follow up attacks on wounded and fleeing BBs. The real destruction in major fleet actions is done in turns 2 and 3. The first turn is spent wearing down the health on the capital ships - the next 2 turns are spent finishing them off. While 3-week naval battles weren't common, they weren't unheard of either and the game can only do so much and I think the balance of power between BBs and carriers, heavy and light cruisers and destroyers and submarines is well done and closely represents historical valuations. When I read Churchill's memoirs of WWI and WWII, he was always seriously preoccupied with the location of enemy capital ships. This game's valuations for them makes clear why. The normal Civ 3 valuations make BBs almost pointless. This game makes them true capital ships that must be accounted for and feared, while also making the carriers the best tool with which to defeat them. Well done.
A possible modification here would be to allow for the targeting of ships in a stack by bombers. For instance, at Midway, the American bombers ignored the surrounding fleet and attacked the flattops. In this game you can't do that. You have to sink all the BBs and cruisers, etc. to get at them. Such a risk would also make fighter cover by your carrier air MUCH more critical (thereby forcing players to not stint on fighters to load up on bombers AND making an approach to an enemy coast much much more dicey a proposition for a carrier task force). Maybe modifying it to provide that you can't target carriers (or transports) until you have eliminated all the AA Cruisers would be good (like the suggestion below about submarines and DDs).
One major issue with naval stuff is the inability of submarines to target carriers or transports when stacked with any other ships. I think modifying that to allow the targeting of carriers and transports UNLESS destroyers are present would do the job. DDs primary role was to shield the others from submarines, but cruisers and BBs certainly didn't. That would force a wolf-pack to strip away DDs before it could attack transports and carriers, but they wouldn't have to go through BBs and cruisers to target the soft targets. It would also give a good reason for building a lot of DDs and using them as escort vessels - beyond their ability to see submarines. It would also lead to using DDs out as screens, well out from your transports and carriers to make sure you find the subs before they are within striking distance of your fleet. It should also increase the power and use of Germany's great u-boat fleet.
Basically, naval strategy is simple. You find the enemy's ships and you sink them. That's first. Everything else has to be second to that. Of course, in priority for targetting, carriers and BBs come first - and everything descends from there, but the principal is always the same - sink the enemy fleet and then you can project power into his lands and he can't yours (unless, of course, he's Russia and he shares a land border with you). Once you've defeated his fleet, then all kinds of options arise for the use of your naval power to alter strategic equations. You can cut off areas from help, bombard targets to aid in land fights, project power, etc. But none of that can be done well or consistently until his fleet is gone. I think this game accounts for that extremely well - but I don't think AI handles it well at all.
Though I complain about it, I actually think the change to the turns necessary to build RRs and to clear forest and jungle are good changes that make the game much better.
I'm not sure what I think about the lack of the ability of airports and harbors to import resources and luxuries without being connected to a specific city with a wonder. I suppose it makes some sense - given conditions in the real world (not all harbors are created equal or the allies wouldn't have cared to take Antwerp after Overlord). So I'm still undecided on this issue. It's a big issue though, as Napolean said, "Amateurs talk strategy: Generals talk logistics."
So far, I think the unit values given the ground units I've dealt with are appropriate (though this is less of an issue for Japan than it is for most others given their enormous reliance on naval and air power). I also think the air units and their valuations and capabilities are appropriate.
Other little things: the unit-producing wonders in china and australia need to be corrected so they don't keep producing units under Japanese (or others) control after they are captured. One of the wonders in india needs correcting - it gives its city a sam missile battery which actually works and did great execution to my air force when I ran onto it.
Modifications allowing Japan to build convoys and destroyer flotillas and to build nukes would be good and I see from Rocoteh's comments that the next version will allow them nukes and convoys. Destroyer flotillas would be handy too.
And, of course, the AI is an idiot - not just with fleets - but there's really no way around that.
Anyway, my comments should not be taken to, in any way at all, devalue the greatness of this game or the acheivement of its creation and distribution. It truly is the finest grand strategy game I've ever played and that's without any changes at all. My hat's off to all who had a hand in it. I've already spent many hours in great pleasure with it and expect countless more as I explore it in various difficulty levels as various nations.
Regards,
Kelly Whiting
Rocoteh, as for your wish that the carriers act with striking power appropriate to their real-world capabilities - I think you've done that and do not need to make any further changes to them (that includes to the aircraft). The Kates that Japan starts with and the carriers they have allow them to create what I consider the minimum striking power for a carrier task force (12 squadrons of effective bombers and 8 of fighters is what I consider a minimum to actually do serious damage and they start with 12 and 9). A typical BB in the game will average 11 hit points - 12 squadrons of Kates is sufficient to sink a single BB in most cases (usually 8 or 9 get it done). Also their range of 7 spaces allows them to be used against BBs that are more than 1 turn away while also allowing them to be able to conduct follow up attacks on wounded and fleeing BBs. The real destruction in major fleet actions is done in turns 2 and 3. The first turn is spent wearing down the health on the capital ships - the next 2 turns are spent finishing them off. While 3-week naval battles weren't common, they weren't unheard of either and the game can only do so much and I think the balance of power between BBs and carriers, heavy and light cruisers and destroyers and submarines is well done and closely represents historical valuations. When I read Churchill's memoirs of WWI and WWII, he was always seriously preoccupied with the location of enemy capital ships. This game's valuations for them makes clear why. The normal Civ 3 valuations make BBs almost pointless. This game makes them true capital ships that must be accounted for and feared, while also making the carriers the best tool with which to defeat them. Well done.
A possible modification here would be to allow for the targeting of ships in a stack by bombers. For instance, at Midway, the American bombers ignored the surrounding fleet and attacked the flattops. In this game you can't do that. You have to sink all the BBs and cruisers, etc. to get at them. Such a risk would also make fighter cover by your carrier air MUCH more critical (thereby forcing players to not stint on fighters to load up on bombers AND making an approach to an enemy coast much much more dicey a proposition for a carrier task force). Maybe modifying it to provide that you can't target carriers (or transports) until you have eliminated all the AA Cruisers would be good (like the suggestion below about submarines and DDs).
One major issue with naval stuff is the inability of submarines to target carriers or transports when stacked with any other ships. I think modifying that to allow the targeting of carriers and transports UNLESS destroyers are present would do the job. DDs primary role was to shield the others from submarines, but cruisers and BBs certainly didn't. That would force a wolf-pack to strip away DDs before it could attack transports and carriers, but they wouldn't have to go through BBs and cruisers to target the soft targets. It would also give a good reason for building a lot of DDs and using them as escort vessels - beyond their ability to see submarines. It would also lead to using DDs out as screens, well out from your transports and carriers to make sure you find the subs before they are within striking distance of your fleet. It should also increase the power and use of Germany's great u-boat fleet.
Basically, naval strategy is simple. You find the enemy's ships and you sink them. That's first. Everything else has to be second to that. Of course, in priority for targetting, carriers and BBs come first - and everything descends from there, but the principal is always the same - sink the enemy fleet and then you can project power into his lands and he can't yours (unless, of course, he's Russia and he shares a land border with you). Once you've defeated his fleet, then all kinds of options arise for the use of your naval power to alter strategic equations. You can cut off areas from help, bombard targets to aid in land fights, project power, etc. But none of that can be done well or consistently until his fleet is gone. I think this game accounts for that extremely well - but I don't think AI handles it well at all.
Though I complain about it, I actually think the change to the turns necessary to build RRs and to clear forest and jungle are good changes that make the game much better.
I'm not sure what I think about the lack of the ability of airports and harbors to import resources and luxuries without being connected to a specific city with a wonder. I suppose it makes some sense - given conditions in the real world (not all harbors are created equal or the allies wouldn't have cared to take Antwerp after Overlord). So I'm still undecided on this issue. It's a big issue though, as Napolean said, "Amateurs talk strategy: Generals talk logistics."
So far, I think the unit values given the ground units I've dealt with are appropriate (though this is less of an issue for Japan than it is for most others given their enormous reliance on naval and air power). I also think the air units and their valuations and capabilities are appropriate.
Other little things: the unit-producing wonders in china and australia need to be corrected so they don't keep producing units under Japanese (or others) control after they are captured. One of the wonders in india needs correcting - it gives its city a sam missile battery which actually works and did great execution to my air force when I ran onto it.
Modifications allowing Japan to build convoys and destroyer flotillas and to build nukes would be good and I see from Rocoteh's comments that the next version will allow them nukes and convoys. Destroyer flotillas would be handy too.
And, of course, the AI is an idiot - not just with fleets - but there's really no way around that.
Anyway, my comments should not be taken to, in any way at all, devalue the greatness of this game or the acheivement of its creation and distribution. It truly is the finest grand strategy game I've ever played and that's without any changes at all. My hat's off to all who had a hand in it. I've already spent many hours in great pleasure with it and expect countless more as I explore it in various difficulty levels as various nations.
Regards,
Kelly Whiting