 |
|  |
 |
|
BillChin
|
|
I wish they would put piracy rules into the next patch. It is doubtful as Firaxis seems more concerned with micro issues than making the game more fun. What I propose is beyond the scope of the editor because it adds a decent chunk of code.
Anyway, here is my proposal:
Add a Pirate button, similar to the Pillage button. The Pirate button is active when next to an enemy city. Pirating steals gold, maybe 0 to 10 gold, with 0 to 1 for galleys and transports and 5 to 10 for elite combat ships. Coastal fortresses get a free shot at pirates. A successful hit disrupts piracy for that turn. One hit point units can not pirate (can not be hit by fortresses). Submarines can pirate and ignore coastal fortresses. Piracy is an act of war, except when done by Privateers.
This proposal makes building Privateers, submarines and Coastal Fortresses useful. It also gives a reason to have a standing navy in the age of sail, to counter pirates. It makes anti-submarine warfare interesting. It makes it profitable to have a pirate fleet. I don't give two hoots about sinking a few transports at high cost, but I would be interested if a pirate fleet could haul in 25 or 50 gold per turn.
My proposed piracy rules are more realistic than Age of Sail ships destroying roads and mines. That never happened. Pirates disrupting commerce and stealing goods were common.
|
|
|  |
 |
|
Encomium
|
|
quote: Originally posted by BillChin
I wish they would put piracy rules into the next patch. It is doubtful as Firaxis seems more concerned with micro issues than making the game more fun. What I propose is beyond the scope of the editor because it adds a decent chunk of code. . .
|
Well said.
I would never use privateers unless I edited up their strengths. Not worth it. Besides that, both privateers and subs should be used differently than merely another type of warship attacking other warships. Both were designed to attack merchant shipping and trade. That role is not depicted at all in Civ III. I could have three dozen privateers right on the trade route of a rival civ but it would not effect his commerce at all as there is no way to interdict his merchant shipping! A design flaw.
|
|
|  |
 |
|
DrFell
|
|
Which is why caravans were good in civ2. Nothing more satisfying than sinking a fully loaded caravel with enemy caravans in it. Also nothing more frustrating than having it happen to you.
|
|
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:18
|
|
quote: Originally posted by Oerdin
That's funny CTP2 already has that feature. |
CtP2 out of the box does not even know Privateers (ships with hidden nationality). The trade stealing is made by warships. Ridiculously, it's not an act of war, like it should.
quote: It seems like the more people play Civ3 the more they ask for it to become like CTP2. |
The more the CtP2 addicts look envious at the Civ3 hype, the more they try to adapt their game to Civ3, adding the same resources, even strategic, culture, etc. Well, at least they have the better tools to mod, sigh!
quote: To bad there isn't a way to morph the two games togeather... |
Civ3 with an early game tedium? Unbelievable.
Last edited by Sir Ralph on 12-03-2002 at 03:39
|
|
|  |
 |
|
Encomium
|
|
quote: Originally posted by DrFell
Which is why caravans were good in civ2. Nothing more satisfying than sinking a fully loaded caravel with enemy caravans in it. Also nothing more frustrating than having it happen to you. |
Yea. So true. There was always so much drama and tension trying to deliver a caravan (or diplomat/spy) by sea. Especially by the long route he likely didn't protect with a destroyer or cruiser.
I once dropped off FOUR spies well behind the lines right on his road/RR network and stole four techs in one turn from four different cities!
In Civ III Espionage sucks, and is ridiculously expensive. Trade and naval combat also is lousy.
Civ II. What Civ III should have been.
|
|
|  |
 |
|
Ethelred
|
|
quote: Originally posted by Haupt. Dietrich
I agree with you Mute. This happens to me all the time even before 1.17f. My solution is to build 4-6 privateers and keep them in my cities until all of them have been built. |
As far as I can tell with the 1.17f patch the AI no longer goes on privateer hunts during the wooden ship era. Once the ironclads show up they do start hunting. However even with ironclads they no longer attack privateers that are in a stack with battleships.
I use them for spying on coastal development and now with 1.17f they are good for mapping unknown waters with the E hotkey. The AI doesn't call you up every time the privateers stray into their coastal waters.
Also they are still good for knocking out those occasional galleys with settlers if you get the privateers going early enough.
|
|
|  |
 |
|  |
 |
|
C Chulainn
|
|
Leeds,WestYorks,UK
Jan 1970 time: 05:18
|
|
Avast ye scurvy dogs!
I used privateers in one particular set of circumstances: I was a democracy and had pacts with two powers, the Egyptians and Japanese, which would run out shortly. The Japanese were a middle rank power; the Egyptians were weak and backward. Since they didn't have a land border and could only fight on land if I let them, which I didn't, I had to build privateers to sink the Japanese invasion fleets threatening Egypt and prevent myself being forced into an unpopular war, before the treaties ran out.
|
|
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:18
|
|
Ok, something wierd happened in my latest game. I was using privateers to harass the AI, and I ran into a Man-o-War. I attacked, and lost.
Curious, just in case, I investigated an English city, and low and behold, it was producing extra shields and commerce, like in a golden age. I think I triggered it! They weren't fighting anyone else, that's for sure, and they didn't trigger one with a wonder. I took advantage of it, because they suddenly could afford to pay 32gold/turn for some luxuries of mine, which they couldn't before.
Anyone else seen this?
-Arrian
|
|
|  |
 |
|
Unregistered
|
|
quote: Originally posted by Arrian
Ok, something wierd happened in my latest game. I was using privateers to harass the AI, and I ran into a Man-o-War. I attacked, and lost.
Curious, just in case, I investigated an English city, and low and behold, it was producing extra shields and commerce, like in a golden age. I think I triggered it! They weren't fighting anyone else, that's for sure, and they didn't trigger one with a wonder. I took advantage of it, because they suddenly could afford to pay 32gold/turn for some luxuries of mine, which they couldn't before.
Anyone else seen this?
-Arrian |
Haven't seen this, no. But I have seen the computer attack and lose to one of my elite units giving me a great leader. So I can believe that losing to the Man-o-War would trigger a golden age for them.
Cheers,
|
|
|  |
 |
|
dunk
|
 |
Philadelphia, PA
Mar 2002 time: 00:18
|
|
quote: Originally posted by Unregistered
Haven't seen this, no. But I have seen the computer attack and lose to one of my elite units giving me a great leader. So I can believe that losing to the Man-o-War would trigger a golden age for them.
Cheers, |
That is quite possible.
Golden Ages can be triggered by building wonders that correspond to your civ's traits or by a victory (on offense or defense) of your unique unit. In the English's case, the Man-O-War.
Great Leaders can be generated by a victory (offence or defense) of one of your elite units.
Last edited by dunk on 26-03-2002 at 00:40
|
|
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|