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Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:32
  Old Post 25-12-2003 04:27
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Why do Navies suck so badly in Civ? Remove this text

I mean, they really do.

They don't move fast enough. For example, everyone knows that the British were able to burn Washington because it was far faster to transport troops by ship than by road.

In Civ 3 mounted units actually travel much faster than available ships and foot units aren't much slower (even if you have the wonders).

Moreover, the Age of Sail sucks. England managed to dominate the word during this time by naval power, yet England is one of the worst Civ III Civs because their UU becomes obsolete so quickly and is pretty useless anyway due to the low movement of ships.

Naval power only really comes into its own with Aircraft Carriers because you can re-base planes to them in 1 turn and that gives them a wide strike power.

So I propose the following changes.

1) Double movement points for all ships.

2) The first unit is the trireme which is limited to coastal warfare.

3) This is replaced by the early Middle Ages by the medieval warship, which is sort of a proto-caravel. Caravels are abolished.

4) This is replaced by the Sailing Transport (Galleon is a stupid name) and the Ship of the Line. The game is structured in such a way that these are good for about 350-400 years. These are used for exploration and conducting embargoes (the trade link system is tweaked to make embargoes easier - a sea lanes doctrine).

5) Ironclads are abolished. They are slow, they suck and they take away from the glory of Sail. Plus the Ai builds lots of them and they steam around for no useful purpose.

6) The Dreadnought Battleship is the first "modern" ship. It remains the premier ship in close combat until the end of the game.

7) Destroyers are small and cheap and of use primarily for anti submarine warfare - they are next to useless against transports and capital ships. But they are fast.

8) The present sub system is fine - except more nukes should be allowed.

9) Aircraft Carriers are divided into two kinds, roughly WWII and Nuclear. They are upgradeable. Nuclear Carriers are faster and have a greater carrying capacity. WWII carriers cannot carry jets.

10) Aegis cruisers are revamped. They are faster and can conduct bombardments from long range (tomahawk missiles). They replace destroyers as the ultimate sub killers.

11) Marines are strengthened and the combat system is changed so as to make it much more advantageous to conduct marine assaults against cities (i.e. merely landing on a coast results in a turn of extreme vulnerablity except for marine units which gain a bonus.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:32
  Old Post 25-12-2003 04:30
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I'll add that I love Eu2 primarily because the naval side of things is so much better.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:32
  Old Post 25-12-2003 12:52
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Speed and marines are discussed. Take a look at page 2 and 3 in this thread: http://apolyton.net/forums/showthre...30&pagenumber=2

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 25-12-2003 14:14
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Not much on everything except marines.

I accept the idea that marines are meant to take rather than hold, but surely it would be better to exempt them from the holding penalty to give them a stronger role. After all your typical civ game doesn't result in a Fortress Europe type scenario. I have occassionally had long lines of forts, artillery and infantry along my border, a la WWI, but coasts are just too big to defend that way (by the time tanks turn up this isn't so much of a problem).

But no one seems to accept the general accusation. Navies suck in all the civ games. Naval dominance should mean something. Otherwise they just become bit players.

I know I'm a battleship nut, but I think mine are reasonable complaints. Look at the fabulous way EU2 handles navies. They are indispensable and can win a war if you use them rightly.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:32
  Old Post 25-12-2003 14:20
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Well, I agree with you. Sea(warfare) should be an important part of any game and I am still waiting for the first game, where the AI is able to use all concepts like settling on islands or making invasions from sea or using carriers as they should be.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 25-12-2003 14:29
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quote:
Originally posted by TheBirdMan
Well, I agree with you. Sea(warfare) should be an important part of any game and I am still waiting for the first game, where the AI is able to use all concepts like settling on islands or making invasions from sea or using carriers as they should be.


Yeah, that's another thing. You should be able to build naval bases on small islands and have these immune to some idiot's expanding borders.

I actually don't see the future of civ as being human versus AI. The best games are ones where you play other people. As such the designers should attempt to prevent the proliferation of killer tactics or killer units.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 25-12-2003 17:12 Visit Maquiladora's homepage!
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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.

Urban Ranger is offline Urban Ranger
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May 1999
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  Old Post 25-12-2003 20:22
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Destroyers are very good against transports and excellent against unprotected merchant ships. Aegis cruisers aren't any good against subs at all AFAIK.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:32
  Old Post 25-12-2003 23:28
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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.

Az is offline Az
King
MACEDONIA - It's the name of the sovereign country to the north of Greece
Apr 2000
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  Old Post 26-12-2003 03:23
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wait, Galleon is a stupid name, but 'Sailing Transport' isn't?

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 26-12-2003 04:54
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quote:
Originally posted by Azazel
wait, Galleon is a stupid name, but 'Sailing Transport' isn't?


That's a stop gap until you can come up with a better name.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
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  Old Post 26-12-2003 14:59
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Galleon is really better than sailing transport... but I don't think that's essential.

Puma is offline Puma
Warlord
Canada!!
Nov 2003
time: 05:32
  Old Post 26-12-2003 16:16
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I agree with the ship problem. Yes. Something's got to be done about the ships .. but ...

quote:
Galleon is a stupid name

Az is offline Az
King
MACEDONIA - It's the name of the sovereign country to the north of Greece
Apr 2000
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  Old Post 26-12-2003 18:24
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quote:
Originally posted by Agathon


That's a stop gap until you can come up with a better name.

How about .... 'Galleon'?


On topic:

I agree that there should be actual trade routes, and ( wishful thinking here) currents that would show where the merchants ships go. So far, the navy only becomes valuable in the modern age.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:32
  Old Post 26-12-2003 19:14
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If the seas were made more critical to the game, then the navies would follow suit.

I agree ships should move farther-the way to stop trireme might be to simply prohibit their movement into deep water period...though don't like that at all-add movement vaue to ocean squares as ell so a trireme would not be able to go very far into the ocea as it would along the coasts. Add this in general- basically newer ships would move faster in the oceans.

As for ship types- honestly the galley needs to be updated sooner- go from galley to Carrack or some late medeival ship (if we want to increase the importance of the sea, why start at aorund 1650 age tech?)
Keep the frigate and ADD a ship of the line- which would ne the rather expensive, heavy version. Make them come sooner in the game- so either move them out of magnetism, or make manets come earlier- better yet, move ronclads further back- they id NOT come straigth with steam power- no pre-indstrilized society could have built such ships. I know in Conquest they added Cruisers, so that is taken over.

The destroyer should look like a WW1 or 2 destroyer, and be replaced later in the game by missile frigate (looking like the modern desroyer, with the ability to carry cruise missiles) And fix the look of the Aegis cruiser- very funky looking ship.

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:32
  Old Post 26-12-2003 20:44 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Yes, I agree that a lot of work is required in fixing up the great navies of the game.

And as to their importance, why bother having water in the game if the navies are not relevant, as they have been in the histories of this planet

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:32
  Old Post 27-12-2003 00:03
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quote:
Originally posted by Azazel

How about .... 'Galleon'?


Didn't Galleons include fighting ships?

Frigate is dumb too, unless we take GePaps solution and have Ships of the Line as well.

POTUS is offline POTUS
Prince
How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Jul 2003
time: 21:32
  Old Post 27-12-2003 00:41
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Ships of the Line would be more accurate. Frigates were only used for scouting, serving as couriers for fleets, and as occasional merchant raiders. Ships of the Line were the battleships of that time.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:32
  Old Post 27-12-2003 01:37
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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

Bonaparte is offline Bonaparte
Warlord
Quiet! I'm in a spyder hole in Pennsylvania
Nov 2002
time: 00:32
  Old Post 27-12-2003 02:26
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I agree the navies are bad. Naval bases, shipping lanes, etc. should be added. Also, the AI needs more time to be able to effectively use there ships.

How many times have you noticed the AI launching a naval invasion only to end up declaring peace before there ships ever reached your shores...ships are to slow...but the dumb AI, instead of "parking" there fleet close to your shores where they could get to you quickly if war breaks out again, end up spending many turns returning all there ships back home.

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:32
  Old Post 27-12-2003 21:38
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Please read my Maritime Manifesto about developing the naval aspect of Civ 3.

One problem in Civ 2 & Civ 3 is that you have no use for a great navy. You might need a few ships for exploration, and later on some invasion vessels and escorts for those. In the real world, the main task of navies have been protection of commercial fleets.

In my never-finished mod I try to induce the need of a navy by allowing barbarian ships and Privateers to bombard. Then they will demolish your terrain improvements, and you will need at least some warships to secure your coasts.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 28-12-2003 02:13
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But that quickly becomes too complicated for a good game. That sort of thing works in Hearts of Iron, but I can't see it working in Civ.

MrFun is offline MrFun
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Nov 2000
time: 23:32
  Old Post 28-12-2003 03:28 Visit MrFun's homepage!
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I have a question . . . . .

in Civilization III, what was the point of building Frigates when, by the time you have a small navy of those sailing ships, you have already discovered Steam technology, so that if you have easy access to Coal, you have just built up a navy of Frigates, but now they're useless just when you're ready to use them.

jdd2007 is offline jdd2007
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Cincinnati
Aug 2001
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  Old Post 28-12-2003 09:54 Visit jdd2007's homepage!
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I am not buying another computer game until the crew of any ship can abandon their vessel and become a 'sailor' or 'corsair' or 'what have you land unit.'

Agathon is offline Agathon
Prince
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Dec 2002
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  Old Post 28-12-2003 12:50
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quote:
Originally posted by MrFun
I have a question . . . . .

in Civilization III, what was the point of building Frigates when, by the time you have a small navy of those sailing ships, you have already discovered Steam technology, so that if you have easy access to Coal, you have just built up a navy of Frigates, but now they're useless just when you're ready to use them.


My point exactly. Death to ironclads.

GePap is offline GePap
King
of the Big Apple
Nov 2001
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  Old Post 28-12-2003 21:15
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"Ironclad" in civ 3 terms is not the same as any old ship clad in iron, no matter what the name says, just as "frigates" in civ 3 means all warships of the age of sails. What about Steam Frigates? the Sort of warships of the civil war? A Korean turtle ship would have been torn to shreds by such non-ironclad ships- simply becuase of speed and firepower. An Ironclad in Civ3 would include the USS Maine and other such coal driven ships form the 1860's to 1890's.

The problem in civ 3 is that the age of sail, which went from the mid 1500's to 1820's (ignoring for now the intermidiary age of steam and sail ships) has less time to play itself out than the era of warhips from 1860 to 1890. Sailing warships need to come much sooner- primarily, magnetism needs to come much sooner. Honestly, knowledge of magnetism came before physics as a discipline, just as knowledge of agricultural techniques came before biology as a discipline.

yaroslav is offline yaroslav
Emperor
Madrid, Spain, Europe
Jun 2001
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  Old Post 28-12-2003 21:23
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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.

----------------
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.

MrFun is offline MrFun
King
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Nov 2000
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  Old Post 29-12-2003 00:13 Visit MrFun's homepage!
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quote:
Originally posted by yaroslav


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.


I know -- this is very true, unfortunately.

Urban Ranger is offline Urban Ranger
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May 1999
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  Old Post 30-12-2003 22:14
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quote:
Originally posted by Optimizer
One problem in Civ 2 & Civ 3 is that you have no use for a great navy. You might need a few ships for exploration, and later on some invasion vessels and escorts for those. In the real world, the main task of navies have been protection of commercial fleets.

In my never-finished mod I try to induce the need of a navy by allowing barbarian ships and Privateers to bombard. Then they will demolish your terrain improvements, and you will need at least some warships to secure your coasts.


The problem with that is $ is not properly represented in the earlier games. There are several things that needed to be done. First, put in a maintenance cost in $ (i.e. arrows). This represents labour and other costs. Second, rush builds have to cost extra $ (extra people on shifts, etc). Third, all military units take up $ (salaries and such). Then make sea routes trading lucrative and introduce pirates and privateers.

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:32
  Old Post 31-12-2003 20:59
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Magnetism should not have the role it has had in Civ 1, 2 & 3. Magnetic compasses were used long before Columbus, but the physical nature of magnetism wasn't understood untill the mid-18th century.

There were other innovations during the 17th and 18th century that made ocean traffic easier - mostly instruments like chronometers and sextants.

 
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