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Killerdaffy
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in other words a gang leader aspiring to Presidency
Nov 2001 time: 06:21
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In my test scenario (very simple set up, one city for each civ, three settlers, all industrious, all grassland) I got the following results:
Egypt (Emphasize food) 11, 7, 20 (irrigation, mine, road)
China (Emph. shields) 9, 9, 19
America (Emph. trade) 10, 9, 22
France (baseline) 12, 6, 21
That's not too compelling so far. The little differences might simply be due to the movement sequence...
Somebody needs to check this out more thoroughly, I really don't feel like doing this 10 times over right now.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:21
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quote: Originally posted by alexman
As you said, the number of ships in the game is not that great, and the number of times you can upgrade each ship is not that great either. Is it really that much pain to move each of them to a coastal fortress city a couple of times per game? |
It's sort of like the little girl with the little curl in the old rhyme. If the time for upgrading comes when your navy doesn't have anything in particular to do, it's no big deal. But if the time comes when you're trying to take advantage of a window of opportunity to invade with a major technological advantage, especially a narrow window, it can be a very big deal.
The coastal fortress change almost completely destroys the idea of upgrading galleys to caravels for a knight/samurai/rider attack. With the standard rules, such an upgrade can be performed the moment you get Astronomy even if you haven't researched the Invention/Gunpowder/etc. tech line at all. With the AU mod as it now exists, it could easily take twenty turns or more extra just to get the technology to perform the upgrade, and then you still have to build a coastal fortress or fortresses before the upgrade becomes possible. Thus, someone wanting to reuse ships from exploration to mount an attack with knights is stuck either using galleys with only two thirds the transport capacity of caravels or waiting a long time and very likely giving the enemy a chance to discover gunpowder.
(Moving coastal fortresses to Astronomy would not be a complete solution either. With the default rules, there are plenty of harbors in place in the homeland when Astronomy is discovered, and there's a fairly decent chance conquered territory would have at least one harbor as well if the logical staging area for an overseas invasion is far from your core. And in the worst case scenario, a rush-built harbor in badly corrupt conquered territory has uses beyond just a one-time upgrade. But with coastal fortresses, you can't even start the improvement needed for the upgrade before you get the prerequisite tech. And capturing a coastal fortress is theoretically impossible at that stage if the conquered civ was behind in technology, and probably a lot less likely than capturing a harbor in even the best of circumstances.)
Another big problem can arise when a player wants to invade using cavalry and galleons. Depending on the situation, a player may want to upgrade to galleons the moment he gets Magnetism and then set sail for enemy lands the very next turn. But with harbors not allowing upgrading, there's a much higher chance of needing a rush buy to get a coastal fortress in a suitable location to do that (especially if attacking from the far end of the home continent). The alternative would be to waste time upgrading farther away from the target, delaying the invasion two or three or even more turns.
And still another problem is the problem of upgrading in the middle of a war if no coastal fortress is convenient (again, a situation much more likely to occur with coastal fortresses than with harbors in corrupt conquered areas). What happens if those few turns to send ships to a rear area for upgrade come just when you're trying to shuttle troops across to enemy territory as quickly as possible?
Finally, there's the matter of turnaround time for recalled exploration ships. Every turn farther away a returning exploration ship has to go to upgrade before being used in an attack can potentially translate into TWO turns of delay in when it can attack. And even if a coastal fortress is along the way, waiting to reach it to upgrade instead of upgrading at the nearest harbor forces a ship to settle for a slower movement rate longer.
Everything the coastal fortress change does to add strategy, it does by interfering with strategies available in the standard game. Personally, I find it annoying enough when I have to interrupt my normal build priorities to build (if not rush) harbors under the standard rules in order to upgrade at a convenient location. The idea of having to make sacrifices for an improvement that's likely to have no value whatsoever beyond a single upgrade phase is far more annoying.
Nathan
(P.S. As long as the coastal fortress change is part of the mod, the fact that coastal fortresses rather than harbors are needed to upgrade ships ought to be spelled out explicitly in the description. I for one never made the connection that the "veteran" flag is also the flag responsible for upgrades, which is making my situation in AU 106 even more annoying than it would be had I known about the quirk from the beginning.)
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Dominae
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I hope the Coastal Fortress issue isn't dead (if so, just disregard this post!). I'm probably rehashing the reasons for the change in the first place, but still think they're valid.
In the normal rules, Coastal Fortresses are (IMO) useless. I've never used one's special ability, and I have to stretch my imagination to think of a situation where it would really shine. Harbors' have numerous (3) useful abilities: connect coast/ocean squares for trading, produce veteran units, increase food production in coast squares. Any of these is (in some cases) useful enough alone to warrant building a Harbor. Basically you're getting the other two "for free", meaning Harbors are essentially a no-brainer in the build queue (if you choose to build them at all). Again, Coastal Fortresses are also no-brainers, because they're so bad.
So, in efforts of making the game more varied, I think the current change is great. Yes, it may be inconvenient initially to get used to the change, but this is just a reflection of how good Harbors were in the first place. From an aesthetic standpoint, building a veteran navy for conquest only really comes around Frigates in my mind (forgetting the Vikings until Play the World). Not having veteran sea units to conduct invasions is annoying, but something I can definitely live without.
Any further suggestions on how to improve Communism (which, incidentally, I think would really help the Communist-happy AI)?
Dominae
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:21
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quote: Originally posted by Dominae
From an aesthetic standpoint, building a veteran navy for conquest only really comes around Frigates in my mind (forgetting the Vikings until Play the World). Not having veteran sea units to conduct invasions is annoying, but something I can definitely live without. |
I think, the issue is not the lacking ability to build vet units. It is the lacking ability to upgrade the Galleys with Astronomy. It's pretty annoying to have 10 Galleys, that remain Galleys until I get Metallurgy, which is pretty late in my research order, due to wonders. Although it's not a very big deal, because Caravels are actually not faster than Galleys and carry just one more unit, but anyway. I don't want to have more, but better units, I simply skip Caravels now.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:21
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Dominae, I would regard the change as fine if there were a way to shift the ability to build veteran units to coastal fortresses without taking away harbors' ability to upgrade units. But because the "veteran" flag in the editor affects both, it can't be done.
Also, you're miscalculating when you say harbors have three abilities. The FIRST harbor on a land mass has three, but once one harbor is built, barring a blockade, additional harbors have no meaningful impact on trade. So that just leaves two roles: the food increase role and the naval role.
Now consider a corrupt area where a player knows he will never, ever build ships. With the coastal fortress change, if a player needs to upgrade ships in that area, he has to build (and probably rush) a coastal fortress that will be of absolutely zero use whatsoever (or at least no more use than current coastal fortresses) after the upgrade is complete. In contrast, with harbors, the pain of rushing an improvement to upgrade ships is mitigated (though still not entirely taken away) by the fact that the improvement does have an ongoing value as well. And that's not even getting into the issue of needing to upgrade galleys to caravels in a timely manner.
As for the fact that coastal fortresses are essentially useless in the standard game, I build city walls just as rarely (which is to say, never). And, for that matter, giving coastal fortresses the ability to build veteran naval units makes no more sense than giving city walls the ability to build veteran land units would. Both are defensive installations, and by definition are useful only if the city where they are built is attacked. Not that I mind the idea of making coastal fortresses more useful, but only if it can be done without upsetting the balance of other features of the game.
Nathan
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Dominae
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Sir Ralph and nbarclay, I find both your arguments compelling. I bet it shows that I've never really focused on the naval aspect of the game, focusing more on Pangea-type maps.
So, count my vote to change Harbors back to the way they used to be. However, can we do something to make Coastal Fortresses more useful? The City Walls example is a good one, except for the fact that once a city reaches size 6, Walls become obsolete automatically. I'll check the editor to see what could be done with Coastal Fortresses (just to offer suggestions).
Dominae
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Dominae
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Could someone clarify the reasoning behind giving all naval units an extra hit point? The documentation says it's to "reduce randomness in naval combat", but I can't see why naval combat is any more or less random than ground combat. Why change one system and not the other?
Dominae
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