Logo Platform
logo amplifiers simplified

Naval Units Purpose

Reply
Copied to clipboard!
4 years ago
Jan 19, 2021, 6:39:30 PM
Zolobolo wrote:

- Marines instead of the ships themsleves participating in land battels to make them always usefull there and prevent exploit of their limited range and movement (cant leave sea tile)

Having ships turn it land units for battle kind of defeats the purpose of them being ships. Perhaps Naval Units don't require population, since it should take significantly less people to man a ship?

0Send private message
4 years ago
Jan 19, 2021, 6:45:26 PM
FlamingKetchup wrote:
Zolobolo wrote:

- Marines instead of the ships themsleves participating in land battels to make them always usefull there and prevent exploit of their limited range and movement (cant leave sea tile)

Having ships turn it land units for battle kind of defeats the purpose of them being ships. Perhaps Naval Units don't require population, since it should take significantly less people to man a ship?

Is it possible to leave the need for people? Part - crew, part - Marines / landing.

0Send private message
4 years ago
Jan 19, 2021, 8:40:53 PM
FlamingKetchup wrote:
Zolobolo wrote:

- Exploration: more shallow water access and more intersting island formations that should always contain something of value (resource). Maybe outright increase the width of shallow water tiles and thus alow more land formations to be reached via starting ships

This actually makes Naval Units less useful, since people will only need the cheapest, earliest ship available to explore the map, devaluing Naval EUs and later ships.

The goal of this modification would indeed be to increase the value of the earliest available ship types

More advanced ship types should still be needed to reach the most distant of islands or continent (of which there can always be 1-2 in a map) but their most common benefti would be upgrade to their stats jsut like in case of normal land units. Looking at the rought tech here the upgrades seem to bring enough punch to be worth like they do in land


Combat units:

Ancient Era Late: Bireme (Phoenicians) 24/4/1 (combat, movement, range)

Classical Era Late: Quadrireme 28/4/1 (this is the first combat ship available to all so the minor difference to the above is no problem)

Early Modern Early: Carack 39/6/2

Early Modern Late: Man o War 53/6/2


Transport Units:

Classical Early: Tansport Galley 18/2/1

Medieval Mid: Cog 33/4/1

Early Modern Early: Fluyt 41/4/1


I migh have missed a Medieval from the list :) but the strength, speed and range upgrades are decent enough at first glanceand combat ships need the additional combat value to keep up with the Cog and beyond otherwise tehy cannot take up the fight with land units on these upgraded transports


Noticed something even worse thouhg when lookingat the teh tree like this: Unless the palyer takes Phoenicians, the game does not offer any combat ship types till the very end of Classical age (the Transport Galley can be used of course for vomba as well but that is risking valuable ground troops)


Colonization, trade and combat activities should defintiively kick off in ancient era already (as was the case) as otherwise the entire antique period naval history (which contained a huge chuck of naval history) is condensed into 0.5-0.25 age before Medieval age kick in.


What do you say if both Quadrireme (or rather Trireme and leave Quadrireme to Classical Era) and Tansport Galley would be pushed forward into Mid or Late Ancient Era and Bireme to early Ancient Era?


Updated 4 years ago.
0Send private message
4 years ago
Jan 19, 2021, 8:53:34 PM
Zumwalt wrote:
FlamingKetchup wrote:
Zolobolo wrote:

- Marines instead of the ships themsleves participating in land battels to make them always usefull there and prevent exploit of their limited range and movement (cant leave sea tile)

Having ships turn it land units for battle kind of defeats the purpose of them being ships. Perhaps Naval Units don't require population, since it should take significantly less people to man a ship?

Is it possible to leave the need for people? Part - crew, part - Marines / landing.

The proposal is a bit tricky I agree but is not totally unheard of. At least in Rome 2 and Attila , it was possible to land the crew of ships onto shore and ifght (which was usualyl a wise thing to do due to limited ship firing range and most ships not being ranged at all) + Total War games have moved into a direction of not having naval combat at all but unloading troops from ships onto shore so the base idea is frequently there)


I do like the idea of removing pop requirement for ships as well thouhg I am a bit afraid how that would affect balance. In genreal it is good to not have excpetion to in-game rules but thenagain some units already need strategic resoruces and the requiremetn is clearly communicated at the bottom of the unit icon so it would probably fly


Also quite sure that removing pop requirement is a very simple move from DEV side


I like both ideas: marines and no pop need but one pretty much cancels the other out ofcourse as if ships get marines they should then really take up pop for balance sake


The need to marines is mostly due to the tricky nature of combined warfare and and sea: it is hard to imgaine that heavy exploits aisnt ships can be prevented and if there is no naval support for land units that jsut decreases ship usefullnes even furhter


Currently ships come in at the very end of the first proper era (in the best of cases), they can explore a limited amount of the map mostly restricted to local continetn shores that land units alrady exlored by then or islands that rarely hold any value. When something of value is found on an island and troops are needed, it is a huge investment of tiem and resoruces to get those land units there and set up shop. That is why ships need to be able to fight on land: maybe even take settlements by their own if enough of them are sent and set up shop.


If marines are used the above can be achieved

If pop is not needed they can be built en-mas more esaily for sure but they will still not be able to take settlements, support land units and defend thus a proper army needs to be sent


So overall I would prefer marines for the above goal but removing pop need would be simpler and also surely increase their feasibilty just not sure if they would have something meaningfull to do in the end with their number

0Send private message
4 years ago
Jan 19, 2021, 9:02:11 PM

If food would be used to upkeep units, ships could for sure get a much lower upkeep logically and have a leg up compared to land units. This is not such a direct advantage as having no pop needed for production of the unit but would tilt the balance in a similar fashion - this is of coruse already touching then on several systme: if food is used for upkeep and ships are consciously getting a rework so is likely wisfull thinking


A more realistic change will be the introduction of coin upkeep cost for all untis including ships and in that case ships might get an equal or even higher upkeep then land units

In such a case I hope the DEVs go the other way and assign lower upkeep cost to ships then to land units. It might not be intuitive at first (when thinking on Galeons an Treasure ships) but due to all of the above it is important to not let ships further slip down the rank as a worthwhile investment (trade is already pretty much ignoring them, theri production comes in late and they cannot colonise at this point)

Updated 4 years ago.
0Send private message
4 years ago
Jan 19, 2021, 10:04:26 PM

Another idea could be to have the map generator create pockets of shallow water seas that can be traversed with ancient and classical ships without attrition and to also serve to bring the various civilizations closer to each other via these pockets:


Note the scattered small and large islands in these pockets: even if these do not contain valuable resources they can server as strategic positions to monitor and counter enemy trade routes and unit movement or server as positions to expand from


The two islands marked blue would server as ideal colonization targets that most players would likely feel tempted to colonize ASAP due to their strategic location

I would even throw in at least one luxury or strategic resource on such large islands for good measure to really get things started...


Also note that the continent above boosts 8 civs, 5 of which would be engaged in direct diplomacy, trade and competition for the islands - necessitating colonization and combat across a shallow water see where even the earliest ships types become very usefull


Naturally, there should be another continet or two outsdie of the above with further islands that are only reachable via advnaced navigation and ships to mimic historical exploration of the map but creating such pockets with variosu sizes of islands would go a long way of ensuring that early to mid-game sea activities are not restricted to only sailing across the coast of the continent with a single ship or two


Mediterranean map type is not new of course -has been use at least since Age of Empires but evne when used the games neglect the outsdie area of the continent

To mimip real-world topography and create confict, the shores shoudl thus be wild enough to create such halfway closed seas at several lications of the continets not just on one side so when a player emarks on a particual sea they do not yet know what its extent and later value is - exploration becomes hugely important as you will want to find the most strategically important and/or lucrative formations quickly to have a shot at colonizing the important islands or pieces of land around them

Updated 4 years ago.
0Send private message
4 years ago
Jan 20, 2021, 2:20:31 AM
Zolobolo wrote:

Noticed something even worse thouhg when lookingat the teh tree like this: Unless the palyer takes Phoenicians, the game does not offer any combat ship types till the very end of Classical age (the Transport Galley can be used of course for vomba as well but that is risking valuable ground troops)

Umm, you missed Pentekonters, which are Ancient Era. Also the Norse Langskip.

0Send private message
4 years ago
Jan 20, 2021, 10:31:38 AM

By the way, it is a mystery to me why the quadrirama (ancient rowing ship) is in the Medieval Era. In my opinion, it would be more logical to move it to the latest technologies of the Ancient Era. And in the Medieval Era add a galley, which appears around the year 1000 in the Italian city-republics. 

It is also good to add a galleon to smooth the transition between the carcass and Man of war . 

P.S. The question may arise as to why 2 links in the evolution of ships are in the same era. However, no one cares about the presence of scouts and horse scouts in the same era.

0Send private message
4 years ago
Jan 20, 2021, 11:53:55 AM
FlamingKetchup wrote:
Zolobolo wrote:

Noticed something even worse thouhg when lookingat the teh tree like this: Unless the palyer takes Phoenicians, the game does not offer any combat ship types till the very end of Classical age (the Transport Galley can be used of course for vomba as well but that is risking valuable ground troops)

Umm, you missed Pentekonters, which are Ancient Era. Also the Norse Langskip.

Yes, it has been replaced by the culture specific Bireme so the availability does not change: these ships are only available at the end of Ancient Era

I suggest moving the first combat/trade ship type (if unique or the Pentekonters) to the early or mid tech level of Ancient Era AND moving the first transport ship or any unique tech overwriting it to the at latest the end of Ancient Era or even earlier to that: there should be really no reason to delay the game over sea by restricting availability via tech. If someone wants to head out already in Ancient Era that should be possible and encouraged


Yes there are surely other culture unique ships (such as a Fire Ship maybe a Turtle or Treasure ship) on the tree as well and more might come just wanted to point out availability and the progression of ships stats which while they seem to have a gap in them at mid-term, that might e filed in with the unique ships types

0Send private message
4 years ago
Jan 20, 2021, 12:14:21 PM
Zumwalt wrote:

By the way, it is a mystery to me why the quadrirama (ancient rowing ship) is in the Medieval Era. In my opinion, it would be more logical to move it to the latest technologies of the Ancient Era. And in the Medieval Era add a galley, which appears around the year 1000 in the Italian city-republics. 

It is also good to add a galleon to smooth the transition between the carcass and Man of war . 

P.S. The question may arise as to why 2 links in the evolution of ships are in the same era. However, no one cares about the presence of scouts and horse scouts in the same era.

Its all good: the Quadrireme is indeed located in Classical Era


Combat units:

Ancient Era Late: Pentekontere 22/4/1 (combat, movement, range)

Classical Era Late: Quadrireme 28/4/1 (this is the first combat ship available to all so the minor difference to the above is no problem)

Early Modern Early: Carack 39/6/2

Early Modern Late: Man o War 53/6/2


Transport Units:

Classical Early: Tansports Galley 18/2/1

Medieval Mid: Cog 33/4/1

Early Modern Early: Fluyt 41/4/1


But if you meant it should be located at the end of Ancient Era or beginning of Classical Era I agree


The Carack was indeed an Early Modern era ship - but it might just fit into the end of the Middle Ages

Then you would have place for the Galleon at the beginning of the Early Modern Age so something like this maybe?:


Combat units:

Ancient Early: Pentekontere 22/4/1 (combat, movement, range)

Classical Early: Quadrireme 28/4/1 (this is the first combat ship available to all so the minor difference to the above is no problem)

Medieval Early: Carack 39/5/2

Early Modern Early: Galleon 49/6/2

Early Modern Late: Man o War 53/6/2 (maybe slight increase to combat here)


Transport Units:

Ancient Early: Tansports Galley 18/2/1

Medieval Mid: Cog 33/3/1

Early Modern Early: Fluyt 41/4/1


The missing progression for transport units could be filled in with a faction unique ship or two in Classical Age

0Send private message
4 years ago
Jan 20, 2021, 12:40:04 PM

You did not fully understand me. Between quadrirama and karraka there is a sharp transition from oars and melee to guns and long range. This gap can be filled with a medieval gallery, which had oars, sails and several guns.


Combat units:

Ancient Early: Pentekontere 22/4/1 

Classical Early: Quadrireme 28/4/1 

Medieval Early: Medieval Gallery ( or just a Galley  ) 34/5/1

Mediaval Late: Carack 39/5/2

Early Modern Early: Galleon 49/6/2

Early Modern Late: Man o War 53/6/2 


And the Penteconter is actually the first ship available to everyone, not a quadrirem.

Updated 4 years ago.
0Send private message
4 years ago
Jan 20, 2021, 4:42:34 PM
Zumwalt wrote:

You did not fully understand me. Between quadrirama and karraka there is a sharp transition from oars and melee to guns and long range. This gap can be filled with a medieval gallery, which had oars, sails and several guns.


Combat units:

Ancient Early: Pentekontere 22/4/1 

Classical Early: Quadrireme 28/4/1 

Medieval Early: Medieval Gallery ( or just a Galley  ) 34/5/1

Mediaval Late: Carack 39/5/2

Early Modern Early: Galleon 49/6/2

Early Modern Late: Man o War 53/6/2

I see what you mean - My suggestion above was to reduce only the movement of Caracks (proposed changes are lsited in red) and introduce Galleon in between Carack and Man o War

Sure: the combat strenght could as well be reduced for Carack to make it fit more seamlessly into the combat shp upgrade chain - I am pretty sure there will be balancing still to all these stats by the DEVs and migth very well be adressed


0Send private message
4 years ago
Jan 20, 2021, 4:43:58 PM
Zumwalt wrote:

And the Penteconter is actually the first ship available to everyone, not a quadrirem.

I noticed hence it is first on the list later (the Phoenician ship replaced the Pentekontere):

Combat units:

Ancient Era Late: Pentekontere 22/4/1 (combat, movement, range)

Classical Era Late: Quadrireme 28/4/1 (this is the first combat ship available to all so the minor difference to the above is no problem)

Early Modern Early: Carack 39/6/2

Early Modern Late: Man o War 53/6/2

Updated 4 years ago.
0Send private message
4 years ago
Jan 20, 2021, 5:19:15 PM


Note the scattered small and large islands in these pockets: even if these do not contain valuable resources they can server as strategic positions to monitor and counter enemy trade routes and unit movement or server as positions to expand from

Here is an idea how the map generator might do this:


If the genetor starts with a polygon for the overall shape of the continents and then generates their shores via RNG that is relatively restricted in how chaotic the shore can get:


1. Designate the epicenter of the polygon

2. Choose a direction leading into the center from a preset of x number of directions (min 8)

3. Apply a random offset to the epicenter point  along the direction chosen in Step #2

3. Cut a segment of the polygon border from the direction chosen

4. Connect the epicenter with the two chunks of the continent borders via the usual shore generator ensuring that the RNG has a much higher movement range as currently used for shores

6. Repeat the process n times where n=(number of players on continent)/2 rounded down - this is to ensure there is always at lest one sea with shallow water portuding into the continent. Also make sure that each time a new sea is generated, the offset for the epicenter is increased resulting in smaller sea then before (in order to not break up the entire continent with huge seas)

7. Generate islands within shallow water tiles - the larger the concentration of shallow water tiles, the more and larger islands to be placed there

The reamining shores can be generated as usual with small variations to the coastline


The whole process also necessitates increasing the distance where shallow water tiels are applied so that they always cover these seas - or alternately generate shallow water tiles arond the continetn epicenter in a fixed radious

Updated 4 years ago.
0Send private message
4 years ago
Jan 22, 2021, 8:43:57 PM
Another option to have he map facilitte more naval action is to have two continens spawn near engh to each other that ships resitrcted to coastal water can reach the other continent.

What would be the sense of deap sea faring capable ships? They can reach other continets (thus this would be viable with >2 continents), or large islands or island chains that contain rare resoruces onyl available there in the entire world. This would mena that factions can interact with each other right from Ancient era (like they did in reality in Asia, Africa and Europe) but cna still discover new continents (Americas, Australia) or islands of great benefit (spice trade)
0Send private message
4 years ago
Jan 23, 2021, 12:39:12 PM

Here is an example with the above in mind for generating naval unit relevant maps with multiple continents:



Note:

1. This is a 10 player map with two continents

2. Color coding:

    Blue: Players and naval expansion directions

    Green: Shallow water

    Red: Deep water (attrition for ships)

    Purple: Luxury and or strategic resources which are onyl available on islands (some resoruces can be available on the continents but island resorucs shoudl always be unique to islands)

3. Both continetns can be access with base ships as they are connected by shallow water tiled at several points. High sea sailing ships are still benefitcial though as:

    - Players 7-10 can only access the lucrative luxury resoruces fou dn only on the islands to the West via travelling through deap sea

    - Some islands are locked at deap sea and hold valuabel resources and present startegic position for outposts

4. Each player has at least 2 general direction in which naval expansion can be donducted with wildly differnet benefits and conflicts (in Beta map and in almost all 4x games, each faction can only exand in one direction and is then restricted to moving along the coas of a genrally rectengular continent)

5. There are at lest 3 large sea area and all are subject of heavy competition from at least 3 empires with some being contested by 6! if they all choose to exoand in that direction

6. Seas are always open so that none of the harbours and ships built there are wasted or look silly


With these map principles, even an empire such as P7 can engage in fierce competition even though it is restricted to a slice of land encircled by water


Updated 4 years ago.
0Send private message
4 years ago
Jan 27, 2021, 7:20:59 PM

There are sea-tiles in the beta and in other similar games) that allow building of harbor:

 

Suggest to prevent the building of harbors in inland seas - e.g.: by using a different type of sea tile that does nto allow building of harbors ships etc. This is to avoid wasted time resources and is pointelss overall to have a habor like this


Also suggest avoiding inland seas altogehter and only genrate open seas as discribed above: if its already sea make it useful :)

0Send private message
4 years ago
Jan 27, 2021, 9:08:08 PM

It's not an inland sea, it's a lake. Lakes can still be exploited, and lakes can host naval units (although right now this is useless since Naval Units can't due anything in land battles, but that's something else).

0Send private message
4 years ago
Jan 27, 2021, 9:44:11 PM
FlamingKetchup wrote:

It's not an inland sea, it's a lake. Lakes can still be exploited, and lakes can host naval units (although right now this is useless since Naval Units can't due anything in land battles, but that's something else).

It is a tile where harbor and ships can be built and I recommend not having these tiles or not allowing building of harbors on them (evne if ships can participate in land battles which will open up a whole host of issues we have alread mentioned in this thread)


Can be called whatever I dont mind :) If it is alread a diffetn type of tyle then shallow and deep water tiles that should make it easier to put a constraint on them as locations for harbors

0Send private message
4 years ago
Jan 27, 2021, 10:06:54 PM

What districts to cultivate lakes? This is a necessity: Joseon, for example, has a bonus for science on the lakes.

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message