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Andrew Cory
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SF bay Area
Jan 2002 time: 21:19
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A navy is important for expoloration. Being the first person to discover the other conitinent (on a continenal map), or other islands (on island maps) will give you a crucial edge in tec. and trade...
Also, durring war, Sea troops let you open up extra fronts, and that can often mean the difference between me invading him, and him invading me...
Durring Later wars, carriers are the ideal way to move bombers around. I love being able to smack my opponent's infrustructure around with bombardment...
Ultimatly without sea power, my game is no where near as strong as it might be...
But then, I never play on pangea maps, so my perspective might be scewed...
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:19
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Depends on how much water the map has, as well as the size of my initial landmass.
On island maps, I'll be going for an island-hopping approach, and build a large navy to grab the islands quickly.
On continent maps, it depends on the size of my "continent". Smaller continent means that I'll be building a sizable navy. Larger continent means that I'll be building a small navy that's just large enough to transport enough troops to carry out a D-Day landing, or to transport enough settlers and defenders to gain a sizable amount of territory before others get to the unpopulated landmass.
As for Pangaea maps, I don't bother with a navy at all.
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Captain
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by Divine Right
May 2001 time: 00:19
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Navy is very important, you need to explore to find other civs so you cant rade for those extra luxuries. In my latest game i've got 6 on my own, but the others are not on the continent, so I had to go overseas to get them. with marketplaces and other improvements, the last few luxuries makes lots of extra happy citizens so I make sure I get them. It's worth shelling out lots of cash for them.
About the corruption, how does that formula work? I also find my overseas "colonies" almost useless even with courthouses and all that other stuff. I find myself having to rushbuy the first ten improvements before they get self-sufficient. It makes overseas invasions very unattractive, as no doubt, they are IRL.
I do keep a navy to interdict invading forces though. they can't invade if they can't land.
also, before railroads, navies can help with shortcuts for long land routes. (btw, I increased sea movement in my mod)
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Zylka
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I like my subs long hard and full of seamen
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nato
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West Unite
Aug 2001 time: 00:19
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Even though I don't find them super useful, I always build a few ships. I find them very fun! They are units I enjoy having ... battleships are kind of prestige units.
The purpose of a navy is to keep the seas open for your transport, and to close the seas for your enemy's transport.
For keeping the seas open for yourself, a large navy is unnecesary. This is because, in Civ, there are very few of your ships using the seas. Unlike all the merchant shipping and supply shipping in the real world, in Civ there is only your stack of transports. Thus generally all you have to protect navally is your stack of transports. This means in the entire world, all you have to protect is a single tile of ocean. If it is a very long voyage, and you have more than just a single stack of transports, then you have more tiles to protect. Also, sending ships for surgical strikes to hit resources near the coast adds more tiles to protect ... still, this will only be like 2 or 3 stacks, so only 2 or 3 tiles to defend. So for this purpose you only need a few ships, like 2 to 6.
For closing the seas to your enemies, more ships would probably be needed, if their route is not obvious. Although nothing gives a bigger reward than sinking a transport full of troops, I don't think I would try to intercept transports. The coast is too big and the sea to open ... it would require too many ships to really catch transports. So I still wouldn't build many ships. However, I could be wrong on this point; I almost never have to fear sea invasion ... instead I'm the one doing it.
Other than this there aren't any reasons I would build ships. Bombardment is not worth the cost of a large navy to me. Exploration is always done by buying world maps for me.
Navies are a lot of fun to me. They are cool units. But for serious purposes, all I think I need are a few ships to cover my transport stacks. So total seriously needed navy is around 2 to 6 ships for me ... but somehow I always manage to build some for fun!
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BillChin
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The uselessness of navies is my biggest remaining complaint against Civ III. A powerful navy without an army to match gains a player nothing. Even if the enemy has 30 battleships, a landing escort of five combat ships is probably enough to land a massive D-day style invasion force of ten transports. Why? Because, the ocean is large and the enemy can not mass all their ships where you choose to make the landing. If they look like they may, a player can choose a new landing site. Soon the enemy will be bored of waiting for the invasion and send their fleet to bombard your roads and opening their shoreline to invasion.
I have several suggestions:
1) Piracy: allow ships to pirate gold when adjacent to enemy cities. Implement this with a new button, similar to the pillage button. Coastal Fortresses can repel pirates with a successful shot. Submarines can pirate without fear of Coastal Fortresses. Privateers can pirate under hidden flag. Piracy by ships other than Privateers is an act of war (like pillaging). A successful pirate mission steals 1 to 10 gold from the enemy treasury. This may be painful once the Wall Street wonder is available (right around the time Privateers come on line). With one bold stroke, navies become a way to get gold and Privateers, Submarines and Coastal Fortresses, become useful instead of useless eye candy.
2) Blockade: allow combat ships to blockade movement with a command.
When an enemy ship enters the zone of control, do some sort of check based on combat values and experience. If the blockading ship is successful, maybe have two levels of success, the best is the enemy ship ends it turn in the adjacent square, a lower level means an extra movement point is used up. If the blockading ship is weaker or less experienced, the odds of success are lower. Blockading in an enemy culture zone is an act of war. Blockading in open seas or friendly territory or with Privateers is not.
3) Increase the movement of modern naval units by one or two. Once railroads are built, navies are ploddingly slow.
4) Disrupt fishing: allow combat ships to disrupt ocean food production in enemy cities to starve out enemy cities. Piracy and fishing boat poaching are much more realistic than bombarding roads and mines and will make a powerful navy mean a lot more.
I realize that this is too much to expect in a patch, but perhaps in the expansion pack.
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Andrew Cory
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SF bay Area
Jan 2002 time: 21:19
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quote: Originally posted by BillChin
The uselessness of navies is my biggest remaining complaint against Civ III. |
A navy is a tool with limited utility, but utility nonetheless.
The way to make a navy _really_ usefull is to give it somthing to do at all times. The way to do that is to make piracy possible at all times. The suggestions you make are good ones, but I don't know if they go far enough. For instance:
First, durring trade negotiations, make the two sides assign actual trade routs: Ships leave City A and go to City B, then hit City C, where the goods are taken possetion of. Make this Trade rout visible to both trade partners, as well as somthing learnable with spies/diplomats. Any time a designated pirate unit (either player or Barbarian) crosses this line, (weather they know it or not), the unit can roll to see if it is successfull. Odds go up if the pirate knows that the rout is there.
Voila! Now you need a navy to protect sea commerce...
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Coracle
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quote: Originally posted by Trip
Again, the simplicity of Civ III strikes again. Warfare of all types is incredibly ... not complex. I could go on for ages about how they could/should change things to make it more realistic, but I won't bore you all. |
Face it. Firaxis' masters, Infogrames, had them DUMB DOWN the game to the level of a sixth grader. Everything related to warfare, especially naval warfare, is highly simplistic - and simpleminded.
It means NOTHING to me what kind of crappy new cutesy UU's they think of for an XP if they don't improve the system.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:19
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quote: Originally posted by Coracle
Face it. Firaxis' masters, Infogrames, had them DUMB DOWN the game to the level of a sixth grader. Everything related to warfare, especially naval warfare, is highly simplistic - and simpleminded. |
Sadly, yes. It was them trying to appeal to a wider audience than just the diehards. Its dumbfounding how combat is when you've got spearmen running around beating tanks, and frigates beating ironclads. Not only did they make it too simplistic, but they made it unrealistic as well. But that is for another discussion.
quote: It means NOTHING to me what kind of crappy new cutesy UU's they think of for an XP if they don't improve the system. |
Then don't buy the XP and stop whining. Its that simple.
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BillChin
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quote: Originally posted by Andrew Cory
First, durring trade negotiations, make the two sides assign actual trade routs: Ships leave City A and go to City B, then hit City C, where the goods are taken possetion of. Make this Trade rout visible to both trade partners, as well as somthing learnable with spies/diplomats. Any time a designated pirate unit (either player or Barbarian) crosses this line, (weather they know it or not), the unit can roll to see if it is successfull. Odds go up if the pirate knows that the rout is there.
Voila! Now you need a navy to protect sea commerce... |
If done without making any other changes, there is little possibility that a player can protect a long sea route. What can a player do? Line up 50 combat ships along the entire length of the trade route? In your proposal all a privateer has to do is cross the line to pirate. There is virtually no defense against this and would take an extremely large navy to prevent. A player must find the privateer in a large ocean, and then chase it down and sink it. These are non-trivial tasks even if a player has a 3-to-1 naval advantage.
In contrast, by having piracy occur next to port cities, a player can counter by building coastal fortresses and have a handful of patrol ships and artillery or bombers. Locating the pirates is easy enough, and bringing ships to bear is also straightforward. With supporting air or artillery, a modest navy can do a good job. Clever pirates also have a good chance by massing and using hit-and-run tactics (what pirates are known for).
The existing rules only allow navies to destroy roads or try to bombard cities. These are annoying, but of no benefit to the attacking player unless they land troops. Pirating gold can fuel the war economy to buy more units. Now that is something useful and would prompt me to build more naval units. My piracy suggestion also opens up the possibility of a large fleet of pirate ships profiting while other civs are at war with each other. Now that would be fun (though not for the other civs).
As it is now, navies are mainly for show and for ego. A good player can complete games with any type of victory on any map with only a handful of combat ships. Tranports are another story.
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MosesPresley
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duplicate post
Last edited by MosesPresley on 23-05-2002 at 03:42
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MosesPresley
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quote: Originally posted by Pythagoras
Has anyone used navies to succesfully blockade and weaken opponents? |
I always have a strong navy on continent maps. I use them to defend against enemy raiders that harass my shore developments. I find that very annoying. I also use them to blockade smaller opponents or individual cities that are under siege. In that respect they supplement any trade embargoes. They are also an extremely important part of any amphibious invasion plan. If I control the seas, my game goes easier.
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