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Maquiladora
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Its not that Naval units are bad in themselves, its the need for using Naval units. Example, navies matter more in the CtP games because you can build Ports, Fisheries and Drilling Platforms as tile imps to be pillaged along your coast and of course you need to protect your trade routes (CtP1) aswell. The SotL was far too powerful in CtP1 too, can carrry 3 units and bombard cities.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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One big drawback of civ ships is that there's nothing to model trade and trade routes, for which ships have been essential. CtP2 is slightly better there since you can use ships to pirate trade routes pretty easily, but trade in CtP2 is worth very little.
Ships movement rates could be augmented in civ, but this introduces a problem with the trireme crossing ocean feature, as triremes could go everywhere.
I don't think ironclads should be removed. There's no reason to remove these, and they have had a lot of importance in history (Korans Turtle Ships for instance). They should, however, have slower movement than sails, so they would be used as heavy weapons, and ships of the line as faster, "light" units, until battleships and cruisers become available.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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Galleon is really better than sailing transport... but I don't think that's essential.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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quote: no pre-indstrilized society could have built such ships. |
This is wrong.
Korean turtle ships were built in 1591 without steam power. They were ironclad, had cannons that threw cannon balls or huge arrows, and did huge damage to the japanese fleet. Check this link: http://www.franklinsidekicks.com/Yisunshin.htm
Also check this one: http://www.ohiotkd.net/taekwondoreporter/page321.htm to see how effective they were and why these ships spelled the doom of the vastly superior Japanese ground forces (supply lines).
So, historically, ironclads existed before the 17th century. Bear this in mind when delaying ironclads. A different Korea could have built more ironclads and ruled the seas at this time. Had they been in a stratgeic position like England, Venice or Portugal, their fleet might have ruled the world ny the end of the 16th century.
Last edited by LDiCesare on 27-12-2003 at 01:43
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yaroslav
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Madrid, Spain, Europe
Jun 2001 time: 06:32
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I agree with navy sucking in all civ games. Let's analyze why navy has been so important in this world, and why isn't it in civ2.
1) The navy as a way of trade (in any age). Well this isn't bad reflected in civ2, but maybe in civ3....
2) The navy as a way to bring food to the cities - being un-"navied" against a "navied" enemy means you can't siege their cities as he/she would recieve food from their navy. Not reflected in any civ game (as far as I know).
3) The navy as a pirate machine to stop your enemy's colonies treasures reaching the mainlad... (very important in the 17th century, for isntance). Not reflected very well in civ2, maybe well reflected in CTP I, not reflected at all in civ3...
4) Navy as a powerful way of destroying cities... Why did the japanase surrender to Perry? Could that happen in any civ game?
And more... let's think on it.
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Summarizing: navy is a way from comunicate your lands and TRANSPORT not only unit but also merchant goodies (and food) from one point to another AND also a way to hurt your enemy's cities. The enemy cities is reflected in many games, better or worse, but reflected. But the poin of the merchant goodies hasn't been very well reflected in too many civ games and maybe there is the point of navies sucking...
Plus, the game runs too fast in tech age and many units get obsoleted before you've used them a lot (but this happen also with other kinds of units - specially after each new expansion adds more units)
Just my humble opinion.
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