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Feedback: Naval Gameplay

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3 years ago
Apr 22, 2021, 9:22:08 AM

Hey everyone!


While naval gameplay was not necessarily the focus of the Lucy OpenDev, it was the first chance for our fans to play with more than very early naval units. Many players explored the naval gameplay in detail and gave us some great feedback, so in the Lucy OpenDev we want to put a greater focus on naval gameplay and hear from you what you think of the changes.


We have:

  • Increased number of turns ships with Navigator can survive in deep water
  • Introduced Skilled Navigator for mid-game ships, allowing them to survive even longer in deep water
  • Fixed gun platforms being unable to shoot at land units in combat
  • Increased the range of Gun Platform ships
  • Reduced cost of naval trade routes


Please note, we are aware of some issues related to naval gameplay:

  • Naval trade routes do not show jetties or trade route pins to ransack
  • Sometimes naval trade routes cannot be created for resources in multi-territory cities
  • The AI may not construct many warships yet

Let us know what you think of the naval gameplay now!
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3 years ago
Apr 22, 2021, 9:15:40 PM

Two quick comments on naval gameplay, from what I know:


- It seems you can only build 1 Harbor per territory, if you don't have Harbor EQs. This limits the player's ability to develop the sea, and made naval units lost their importance greatly, as naval units now have much fewer Harbors/Quarters to protect or to attack.


- It seems that you now cannot build a Harbor far away from City Center and then build other quarters next to the Harbor, unlike in Lucy. This change would discourage the player to develop the coastline as well, since you now need more investment to build your quarters to coastlines.


In general, less land-sea interaction would resulted in less incentive to develop the sea, and less incentive to develop the sea would make navy less meaningful. IMHO, if putting a greater focus on naval gameplay is the aim, more encouragement in developing the coast and the sea is needed. I would seriously suggest that bring back the ability of being able to build-off from a Harbor.


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Edit:


Personally I would suggest some game mechanic changes to encourage coastal development or naval usefulness, along the lines of:


- Allow more Harbor to be built in one territory, while also give a limitation. For instance, allow extra Harbor capacity after unlock certain later technologies, while keeping the maximum number of Harbors per territory about 3-4. EQ Harbors count towards this limit as well.


- Some other ways to encourage players to build more quarters in the water or on the coast. For instance, give City Center an extra yield when on the coast (since it cannot exploit coastal waters), or to give a larger adjacency to Market and even Makers Quarters that are build next to a Harbor.


- Better Harbor infrastructures for increasing the costal yields, to encourage the player to invest the sea. For instance, give Harbor a bit larger money yield from the water tiles, to encourage player build cities on the coast specialized in money making.


- Early naval Units can ignore closed borders on water, until the borders are closed by a later Era tech - in order to buff the effectiveness of early costal exploration.


- Certain naval units can ransack land-based Quarters directly on the coast.


- Certain naval units can increase the movement of embarked land units when formed in an army.


- Allow naval units to initiate a siege when there are land units in the Tactical Map.


- Beginning from Early Modern, long range naval units can receive "Bombardment" trait, so they can bombard quarters from ocean as a form of long range support fire.


- During a war, naval units can "blockade" an enemy Harbor. It can be achieved via "parking a naval unit next to enemy Harbor can deny the Harbor from receiving yields or give the city a stability hit" or similar.


- Make early naval units a bit faster. Naval movement was faster than land movement before railway, and navies were acted as a rapid response force since very early in the human history; while currently, the only way to buff early naval movement is to pick Norse in Medieval and built Great Lighthouse, both are fairly limited/railroaded choices. I would suggest increase early and Medieval naval units' movements from 4 to 5, Transport Ships from 2 to 4, Caravel from 3 to 5, and Langskip from 3 to 4 (since it now benefits from Norse LT).

Updated 3 years ago.
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3 years ago
Apr 22, 2021, 9:58:30 PM

I'd agree that it would be nice to have more interaction between land and sea units in battles for instance. Is that too ahistorical or only for later eras? Maybe I am primed by civ's ancient rocket boats? Also, I do think that it is still the case that you could have five kinghts, for instance, jumping on a boat, fighingt there at same strenghts as on land against anything else as if they were Horatio Nelson himself. Not the biggest problem for me, but certainly raises my eye-brows a bit. This circumstance makes me basically not really understand any of the ancient and classical ships in the game as they cannot explore too much and look a bit underpowered to me for naval battles. But perhaps that's just me. Anyway, I think the game is certainly fun to play and the improvements for me good. Thanks!   

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3 years ago
Apr 23, 2021, 12:17:43 PM

I'm someone who enjoys a good naval game. And as others note, Civ is not a place to find it.

Here naval plays a bit like civ unfortunately - meaning your ships spend thousands of years at sea without having to return to harbor. There's also not much for ships to do except explore, and again, it's gonna take a long time. Since ships can't colonize, you still have to wait until land unit embarkation before you can start colonies (as Phoenicia, I was hoping I would be able to colonize with ships...). I haven't seen the AI build a single ship, nor were there barbarian ships, so I wasn't able to test combat.

In other words, it's what we're used to, so not much to complain about, but also nothing special.


Still I hope it gets developed further because I will definitely use it (Phoencia, the Dutch...)!


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3 years ago
Apr 23, 2021, 12:47:18 PM

Same, went for Phoenicia, and there was just no reason to build a Bireme. In later eras was good and easy to ransack enemies harbour's, but it was only one or two, not many action you can do with naval armies, maybe if they could ransack coastal tiles... By the way ai didn't built ships so can't say anyithing about the naval combat.

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3 years ago
Apr 24, 2021, 11:15:42 AM

Same for me. Having ships doesn't seem to do much, except for exploring. And even if you happen to find a nice place somewhere, you cannot claim it. So yes, ships should have a way to construct settlements on coastal land tiles, that would help somewhat.

As others, I was very much surprised when I attacked an embarked unit and it was super strong. What's the point of having ships, if land units seem to be the better naval units due to higher strength and more versatility? Land units should be way less powerful: Either add a -50% penalty or make all land units fight as "transport ships", meaning they get a fixed (and low) amount of combat strength, depending on which era they're from. Also, if land units were much weaker on the seas, there'd suddenly be an incentive to build ships to protect them.

And I also agree to the first post about harbours and coastal tiles, which feel underwhelming. I'd rather be able to build more but slightly less powerful harbour districts but in a way that they interact with each other and placement matters.Also, meaningful adjacency boni for certain districts/the city center being close to the harbour would help as well, to make it feel less detached from the rest of the city.

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3 years ago
Apr 25, 2021, 11:42:07 AM

I agree, a specific boat should allow player to create coastal outposts in exchange of destruction of the boat.

Updated 3 years ago.
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3 years ago
Apr 25, 2021, 12:05:49 PM

I'm not a fan of harbours being limited to one per district, I was honestly somewhat surprised to see them limited when I first unlocked them this opendev. I think uncapping their production and making harbour specific upgrades weaker, for example the one that gives 3 gold per dock can be reduced to 2, would be more enjoyable to play. Right now it's less interesting since you only have the one harbour you build ships at, and the one harbour the enemy has for raiding. I also wish you could sill build districts off them. The decision to make navigator ships better at traversing deep water I'm hesitant about since before I honestly didn't mind the amount of damage taken. I suppose I understand it as a way to make the Norsemen less oppressive at early naval exploration and give other cultures a chance to discover things, but other than that it seemed fine. Naval exploration is still fun either way and sailing to the new world is even better than in Endless Legend.

Updated 3 years ago.
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3 years ago
Apr 25, 2021, 1:38:34 PM

It was a bit difficult to understand what tech I needed to get my units to be able to cross oceans. Other than transports, I didn't bother with naval gameplay as it didn't seem too interesting. It would need more things to do to make meaningful. It would be good if territories could gain something from naval presence in their or adjacent territories, for example stability or food / trade income.

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3 years ago
Apr 25, 2021, 2:10:09 PM

I didn't really do it :P
Mostly because I just didn't see a real reason to.

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3 years ago
Apr 26, 2021, 11:13:25 PM

The only time I build naval units is to explore. They otherwise have very little impact on the game, unless I really need to siege a small island that is all quarters (but I generally just ignore these tbh). 


Very happy that gun platforms can be involved in combat, that was one of the critical things that needed to be fixed in order for navies to actually be useful. However, I think the other thing is that there needs to be a reason to build coastal cities. Right now, yields on land are much better than on water, and you can get all the benefits of ocean/lake yields from a harbor that is totally disconnected from your city. If navies are to be useful, imo, harbors need to have an adjacency requirement in order to be built, which also lends another tactical consideration to city placement.


Can naval units blockade trade routes/water tile yields? Idk cause I barely ever use them, but this would at least give a use case for navies in some situations, particularly against merchant cultures.

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3 years ago
Apr 27, 2021, 9:53:36 AM

I think that's an important point, for me at least. This also goes beyond naval feedback. The regions remind me of endless legends, where yields are randomly distributed in a region. This forces you to build your city wherever it is most lucrative. In reality most settlements were build near rivers or the coast though. Rivers I think are adequatly reflected, but the coast is just unimportant given the harbour placing ability. Hence it renders most non-transport ships relativley worthless, unless your opponent has enough harbours to pillage for cash. I think the yield distribution on coasts or regions should be rather centered around bays (and rivers) instead of randomly placed throughout a region. This would make coastal cities, buildings and hence seafaring (as well as the threat from seafaring) a more serious game mechanic early on. Just a thought. 

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3 years ago
Apr 27, 2021, 3:28:55 PM

I think it was a mistake to increase the time navigator ships could spend in deep water, I preferred when it was 4 turns since it meant more careful planning when attempting to sail into the new world. Now I think it's too easy, and doesn't offer that different of a gameplay experience than the deep sea ships an era later which is disappointing. I don't really get the same sense of worry that my ships won't make it or need to strategize island chaining as much. The only difference between the two is I can set one on auto explore and have it not die 6 turns later.

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3 years ago
Apr 28, 2021, 6:43:33 AM
I enjoy the lost at sea mechanic, it encourages thoughtful movement and can even reward risk. However, I did not attempt to stay multiple turns in deep water with any ship until I had ocean faring vessels as I found it unclear how many turns each class of ship could survive after the Coastal ship category.

The slow speed of embarked units regardless of if they have an attached ship frustrated me. I would like to be able to invest in a ship and a settler to be able to transport more quickly across the ocean. As it was I ended up sending settlers escorted by other land units and scouting ahead with ships.

The tool tips for what the different ships were able to do were unclear to me and I did not realize until reading this forum that gun platform ships just meant they had a ranged attack and boarding vessels were melee. Perhaps a short sentence similar to the explanation of the land melee units such as "Boarding Vessel: Close-combat Naval Unit" would be helpful instead of the current "No Special Rules" text. Not all the ships that could travel the high seas had the "High Sea" tag, making it confusing on a first play-through if the naval units of the Early Modern cultures, such as the Venetian Galleass, were able to safely traverse deep water.
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3 years ago
Apr 28, 2021, 6:06:39 PM

As brought up in a different thread, and echoing some of the comments above, encouraging more coastal development would be a step towards more engaging naval gameplay - the more districts and wealthy cities near a coast, the more likely we are to build up and use a navy to harass, pillage, or conquer those areas.

How then, do we encourage more coastal cities and districts? The only incentive right now is to build Market Quarters adjacent to harbours (for +3 Money), so founding a city closer to the coast might mean you'll get to connect those Market Quarters sooner, but that's about it.


I think (at the risk of repeating a particular suggestion) requiring that the harbour be built off an existing district would naturally encourage players to settle closer to the coast, especially if they're intent on placing a harbour sooner or closer to a good coastal spot. This would also improve the aesthetic of cities with their more organic-looking harbours between city districts, as opposed to the current Victor OpenDev harbours on isolated regions of the territory (or wherever gives the harbour the largest bonuses).

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3 years ago
Apr 28, 2021, 7:55:41 PM

Ok, so here we are with plenty of new Victor feedback. I'd like to first say that HK is surely shaping up to be a fantastic game, and this OpenDev already shown a great deal of improvement over the Lucy build. I'll focus this report on the issues I found, but this by no way means HK isn't a good or fun game, just that I'm pointing to what can be made better before release. I'll also try to not discuss bugs like the various graphical glitches or the fact that many Early Modern Emblematic Quarters could be built in multiples per territory since by now I assume you're well aware of those. I'll try (key word here is try) to present suggestions to each issue, but of course, my knowledge of civics, technologies and cultures is limited by the scope of the opendevs revealed so far. So, without further ado, lets dive in:


- Naval & Air


- Issue: There is little to no reason to build navies (other than embarked land units). The AI hardly build navies, and there's not much you can do with navies other than help in sieges, since you can as easily ransack harbours and naval trade routes with embarked land units. Solution:  I think the solution here is two-pronged. First,make the AI build more ships so they can be a menace to unescorted embarked units. Second, give each ship a "ransack range", which they can use to ransack districts inland if they're close to the coast. I suggest this "ransack range" to be equal to the ships' attack range. Of course, while a ship was ransacking, any naval or land unit could attack it to stop the ransacking.


- Issue: While the vision granted by Biplanes is indeed nice, I don't feel pressured to contest the skies when the biplanes cannot attack the ground in any way. Once bomber planes are unlocked, then it makes much sense to go for air superiority because I would love to protect my units, but before that the Air power part of the game feels very lacking. Solution:  Give the player a reason to care about Biplanes over their head. As it is historically accurate to have air power don't help much in industrial timeframe, I suggest that having Air superiority give a +1 CS bonus to all your units in the area. This way there is a reason to contest the skies as the biplanes directly influence the battles below. This bonus would remain on Contemporary Era, also highlighting the importance to have control of the skies even if you're not afraid of enemy bombers and/or have no bombers yourself.


This is a post in a series of connected posts about the Victor Opendev. You can find the posts discussing other topics below:


Economy: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39499-feedback-economy-and-game-pace?page=3#post-315472

Religion: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39525-feedback-religion?page=2#post-315475

Diplomacy: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39502-feedback-diplomacy?page=2#post-315476

Combat & Land Armies: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39501-feedback-combat?page=2#post-315477

Civics: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39508-feedback-civics?page=1#post-315478

Cultures: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39500-feedback-cultures?page=2#post-315479

Independent Peoples: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39526-feedback-independent-people?page=1#post-315481

Updated 3 years ago.
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3 years ago
Apr 28, 2021, 9:45:40 PM

As discussed on the discord, here's the idea for making Harbours (and thus Naval gameplay) more interesting and varied

1) Split the Basic Harbour district into two separate districts, the Port and the Shipyard. The summary of their abilities is described below:

Generic Harbour Traits (applies to all harbours): May only be built on Coastal Water; -10 stab to city or outpost; Allow units to embark without penalties; Receives all bonuses from harbour infrastructures; Can allow districts to be built from it (like the Hamlet); Can't be built over the territory's Harbour cap (more on that later).

Port Traits Exploits food/science up to 2 tiles away; +3 money to adjacent Market Quarters.

Shipyard Traits Exploit no tiles; +2 production per adjacent coastal water tiles; +3 research to adjacent Research Quarters; Functions as a naval unit spawn. 

EQ Harbour Traits: Exploits food/science up to 2 tiles away; +3 money to adjacent Market Quarters; +3 research to adjacent Research Quarters; Functions as a naval unit spawn; Any extra traits based on the EQ (Money for Haven, Industry for Cothon, Food for Naust, etc).  

2) Create a "territory harbour cap". You start the game being able to build 1 harbour (either Port, shipyard or EQ harbour) per territory, then at Foreign Outposts (late classical) you would increase the limit by +1, and at either Naval Artillery (early E. Modern) or Seafaring Mastery (late Medieval) you would increase the limit by +1 again, making you be able to field at maximum 3 harbours (between Ports, Shipyards and EQ harbours) per territory. 

3) Allow ships (not embarked units) to ransack districts adjacent to the coast, and give the Early Modern Carrack and Man'o'War the bombardment ability (or a weaker version of it).

4) Add the following ability to Propeller (early Industrial Tech): "Canals: allow you to move ships between two different harbours in the same territory in the same way a shed moves troops", preferably with a little canal visual built between your harbours in the same territory like the railroad is built between sheds.
 

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3 years ago
Apr 29, 2021, 12:01:01 AM

I think that the main problem with naval gameplay is the lack of goals for it. To encourage players to build and actively use ships, I would suggest the following:


1) Let ships ransack coastal tiles and give them targets for that.  I would say even range of 1 for ransack would be enough if you allowed to build districts starting from the harbor, which makes sense both for gameplay (due to the adjacency bonuses) and historically / authentically. I understand why devs removed the ability to build districts starting near extractors and holy sites, since it removed the need for hamlets and broke the pacing of the early game, but they should allow extanding from harbors. It would even reflect real history, look at Rome / Ostia and Athens / athenian harbor.

2) Make it so that ships can build outposts. Again, it makes sense from both the gameplay and the historical perspective. I think at least biremes should be able to do this. Now biremes are a unit that can only be useful for reconnaissance, but you cannot use knowledge you get from it for at least an era, making it borderline useless. It would also better represent expansionism of real Phoenicians and further differentiate them from Nubians in game.

3) Also, I would propose to make so that the purchase of resources requires money per turn, even a small amount. This will increase the need for both ransacking and guarding trade outposts, increasing the need for active fleet.

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3 years ago
Apr 29, 2021, 12:51:47 PM

At the moment, there lacks any reason for the player to build a navy beyond the bare minimum needed for mid game exploration/expansion. This is because Humankind, like many other 4X games, misses the point of why seafaring cultures have dominated our history.


In the real world, seafaring was essential to civilization for one simple reason: sailing was incomparably faster, safer and less exhausting than land travel. Ships should not be thought of as horse carriages traveling the sea, but as more akin to planes or spaceships, revolutionizing transport and massively expanding the reach of a coastal nation. 


Interesting naval gameplay could begin to emerge from a single change: massively increasing the travel speed of sea units, by a factor of ~10 or more (also make navies project a correspondingly wide ZOC). 


The insane reach of ships would naturally make sea travel essential for long-distance travel, add strategic value to coastal cities, and place undefended coastlines under constant threat of pillage and invasion. This should be more than enough to incentivize players to build a navy of their own, and give Britannia a reason to give a damn about the waves. 


With a few additional light touches, like enabling sea raiders to plunder coastal and river tiles, you could ensure that compelling Viking gameplay emerges. Maybe throw in a few extra units, expand pillaging rewards, and add a couple civics, decisions and wonders for flavor, and we should be all set. Hell, if you're feeling ambitious, create a new 'raider' culture type, and make landlubbers look to the open sea with anguish. 


Updated 3 years ago.
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3 years ago
Apr 29, 2021, 9:36:37 PM

I agree that mobility has to increase. And the text "Boarding Vessel" was also super misleading. I thought it meant it could ferry units FAST across the oceans. So after finding some islands I want to get to that required sailing across deep water tiles, I loaded up my quadrireme with a scout and... then they could only move 2 tiles per turn because of the scouts movement ability. The scout got ON the boat, he's not paddling along side. He absolutely should move at the speed of the boat. It also then made it impossible for me to reach the island with them because at 2 movement per turn I'd be lost at sea. This was super frustrating. It also makes trying to achieve expansionist star goals really hard if you can see all the land but not be able to claim it. 



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3 years ago
Apr 29, 2021, 10:21:52 PM

It certainly would increase the effectiveness and utility of navies if ships in Humankind gained the ability to haul units, could be represented by a separate army window, who's army size is limited by the number of ships in the stack. The complaints about movement are largely tied to the slow transport vessels I imagine, which should stay in the game but as an alternative to dedicated ships ferrying units. Loading chariots on to a trireme would be sick.

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3 years ago
Apr 29, 2021, 10:23:47 PM

Unlike my other feedback posts, this one will be rather short by virtue of the AI not engaging in naval endeavours or building any ships at all ;)

I went Phoenicians, Carthage and Venice in my main run so I did my fair share of naval stuff. I liked all the improvements that were in this Victor build; I built an empire on naval trade routes and it felt great; ship movement and range was fine. Ships look really cool! Naval combat only happened when my ships engaged with embarked independent units so that wasn't really a challenge. I can only speculate on actual naval combat: the attacker will be strongly advantaged starting from the cannon ages since there is no terrain strategizing at sea: the attacker can focus fire one enemy ship without penalty since all ships can reach eachother. Since the attacker is decided by who can click the other army the fastest, this isn't great fun.

So this will need to be addressed I think, but please beware with systems like the EL one; random storms and fog feel very unfair and punitive when you can't directly control your unit movement and position. While that concept was really cool, I disliked how it turned out.

Another thing: it would be so cool if early naval scouting was rewarded with coastal outpost; currently ships can't do it. But I don't know if it would be unbalanced.

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3 years ago
Apr 29, 2021, 11:51:48 PM
The-Cat-o-Nine-Tales wrote:
  • Increased number of turns ships with Navigator can survive in deep water
  • Introduced Skilled Navigator for mid-game ships, allowing them to survive even longer in deep water

I'm not sure if I noticed a difference between this and Lucy Opendev, but that's likely because my only ship experience is in the Phoenicians and carthoginians, along with transport ships, for the early eras, and then my later game experience with naval ships are with all ships that can handle deep water.


The-Cat-o-Nine-Tales wrote:
Fixed gun platforms being unable to shoot at land units in combat

This i tested. Seems the red reticle shows up for early game committed naval ships--as long as they're on a same level tile right next to an enemy unit, in the ancient era, which I am somewhat okay with. As Naval supported battles was indeed a thing back in Roman times.


However, naval land range on ships really needs to be explained in a clear way as the only thing I've gathered from trial and error is that gun platform capable ships (mid-industrial Coastal iron clads in this example) have a two tile altitude limit (Sea level -> Land tile one altitude above a sea tile) depending how far they are away from the coast--where the range for those ships are quite reasonably far, but only if the land units are in altitude range.

 

The-Cat-o-Nine-Tales wrote:
Increased the range of Gun Platform ships

Haven't noticed the difference, as I didn't use Gun platform ships that much in Lucy.



The-Cat-o-Nine-Tales wrote:
Reduced cost of naval trade routes

This came into play for me while playing in this opendev. And I have no opinions on it besides that it exists, and has worked sometimes.


The-Cat-o-Nine-Tales wrote:
The AI may not construct many warships yet

Yep, they sure know how to adequately spam Horde units though, which is a plus.


The-Cat-o-Nine-Tales wrote:
Let us know what you think of the naval gameplay now!

I'm not that opiniated on ancient - Classical era Naval support, as the instances where I used it were in a seige against quite a mountanous region. BUT: Last Naval Supported Land Invasion Start.ctr


That save file has access to a pretty neat naval supported land invasion against a overwhelming, but technologically inferior, force that chose to attack first. Which made me kinda wish there was a little mission in this opendev to test out a handcrafted naval supported land battle. As that was the most interesting battle I had throughout that entire playthrough, which was more orientated towards warring with naval units.


Overall: 

  1. I like the concept of Naval ships supporting land invasions, and I also liked what I played through so far with naval support.
  2. It really stinks that neither Embarked land units or committed naval ships can attack player regions that have no accessible land to climb on, by that I mean: If every tile has a quarter on an island region with only about less then ten land tiles, then that region can not be attacked. This has also been a problem in Endless Legend.
  3. I would be interesting to see Naval ships have the capacity to initiate battles with land units on a neighboring land tile, or be able to siege coastal cities.

Naval ships have potential to be something a player can legitamately make a logical decision in wanting, or needing to use in order to get that little edge up against other land focused players, but Naval artillery range is gonna be what kills ships--especially in the cases where land units have better range as they are not limited to the Altitude restrictions, 'cause there are no scenarios in this opendev where I can see dry land being one tile below sea level(Which while interesting to think about existing, is unlikely).


I will say, however, it helps a lot that Industrial naval ships are the same price as later industrial era land units. Naval ships being more expensive than land units is not the right thing to do with what naval ships can do right now.


What would make naval ships better?

  1. Being able to initiate attacks to siege coastal cities
  2. Being able to initiate battle against land units on an adjacent land tile.

Are the only two things I can think of right now. Now, I don't need both of these to always result in a win for the naval unit, and am okay if the enemy can just run away out of range in order to end the battle--as that makes sense. 

Updated 3 years ago.
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3 years ago
Apr 30, 2021, 6:39:22 AM

Reduced transportation cost of naval trade was very nice touch. It did not make sense at all that a naval trade route had even higher cost than that of land trade route (especially when they had similar travel distance.)

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3 years ago
Apr 30, 2021, 12:25:23 PM
Changlini wrote:


What would make naval ships better?

  1. Being able to initiate attacks to siege coastal cities
  2. Being able to initiate battle against land units on an adjacent land tile.

I also think that there should be a bigger kind of stimulus or incentive to having a navy. So what could be a benefit of having ships besides being able to take part in battles and sieges?

In the Victor Open Dev I tried to explore the seas and I noticed that there are many regions that consist mostly or only of water tiles so as far as I see it, there is no possibility to claim these regions with an outpost. So the presence of ships could mark a temporary claim to that sea region which could e.g. count towards the number of controlled regions, increase your influence on  on neighbouring outposts and so on. 

In the moment naval trade routes do not show pins on the map but if this is going to be inplemented, a strong navy could be essential to protect your trade.

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3 years ago
May 2, 2021, 9:30:25 AM

Although I've built a lot of ships in Victor, I can never actually find something for them to do. The AI doesn't really build ships or settle on the coast, and exploring doesn't seem to have a point until my transports are advanced enough to ferry land units over deep sea tiles and make outposts.


As others have said, I think the biggest way to improve this isn't changing the ships, but giving incentive to build on the coast. Allowing quarters to build off of harbours again and giving them some chunky adjacency bonuses would mean that coasts were worth raiding and protecting. Combat ships should probably also be able to ransack coastal quarters and perform some form of naval blockade/siege - conquering cities wouldn't make much sense with the combat system, but if there was a stability/yield drain for enemy ships blockading your coast I'd definitely ignore naval less.

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3 years ago
May 2, 2021, 2:15:56 PM

Priorities

1. Allowing a ship to 'ransack' luxuries or any harbor building along the coast.

2. Without a weather system I think the movement speed is acceptable. But if you gave the boats all another 2 movement points per era but changed 'deep ocean' to 'open waters' - costs 3 movement ... I think you might be able to create maps that have ocean feeling spaces. Also then if you wanted you could just change Nordic to ignore the open water movement penalty. Now their boats are more on parity inland but vastly superior in open waters. Maybe give the Phoenician EU the same bonus - but still can't spend 2 turns in 'open waters'.

3. Vision should be variable. Along the coast it's limited - by geography as well - but when you are in open waters you can see further. Now one boat or even fleet can be used for recon!

4. Colonist units provide a bonus to any ship they are on negating the movement penalty to open waters. They've brought extra supplies for the journey and charted the best winds.


5. Most units are not sailors and should suffer a movement penalty and strength penalty in ship to ship combat. There was ranged combat between vessels for sure, but, it's not implemented well. I don't know that I see sailor as a type of unit, but, maybe a trait for some units. Maybe it's specific to some cultures, Phoenicians might be considered Sailors. 


6. Once your land unit's rigged together ship has been damaged enough to have a fire it can't attack and needs to make land fall or die a turn or two. 


7. Elephants maybe can't jury rig a boat.

Updated 3 years ago.
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3 years ago
May 2, 2021, 2:18:10 PM

7. I mean maybe they can? I don't know I'm not an elephantologist but ... yes. You probably took my meaning.

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3 years ago
May 3, 2021, 2:47:10 AM
8roomsofelixir wrote:

- Some other ways to encourage players to build more quarters in the water or on the coast. For instance, give City Center an extra yield when on the coast (since it cannot exploit coastal waters), or to give a larger adjacency to Market and even Makers Quarters that are build next to a Harbor.

- Better Harbor infrastructures for increasing the costal yields, to encourage the player to invest the sea. For instance, give Harbor a bit larger money yield from the water tiles, to encourage player build cities on the coast specialized in money making.

- Early naval Units can ignore closed borders on water, until the borders are closed by a later Era tech - in order to buff the effectiveness of early costal exploration.

- Certain naval units can ransack land-based Quarters directly on the coast.

- Certain naval units can increase the movement of embarked land units when formed in an army.

- Beginning from Early Modern, long range naval units can receive "Bombardment" trait, so they can bombard quarters from ocean as a form of long range support fire.

- During a war, naval units can "blockade" an enemy Harbor. It can be achieved via "parking a naval unit next to enemy Harbor can deny the Harbor from receiving yields or give the city a stability hit" or similar.

- Make early naval units a bit faster. Naval movement was faster than land movement before railway, and navies were acted as a rapid response force since very early in the human history; while currently, the only way to buff early naval movement is to pick Norse in Medieval and built Great Lighthouse, both are fairly limited/railroaded choices. I would suggest increase early and Medieval naval units' movements from 4 to 5, Transport Ships from 2 to 4, Caravel from 3 to 5, and Langskip from 3 to 4 (since it now benefits from Norse LT).

Absolutely!! At least naval units' movement should be faster than movement of land units, except for cavalry/mounted units. In reality sailing ship is faster than moving by foot anyway.


Regarding early modern era or later eras, I think it would be nice to have naval units with bombardment traits or long range like that of a mortar unit. This can buff naval gameplay significantly, since defending coastal territories or cities would require naval units to counter enemies' long range barrages. 


Plus, it is also possible to give naval units a special ability, which, when joined into army with land-unit-transporting vessels, allow them to ignore the movement point of transporting vessels. In this way, players would find naval units much more valuable: protecting scouting land units and make the journey a bit faster.



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3 years ago
May 3, 2021, 5:57:36 AM

I have not seen an AI constructed warsip yet (played two games till the end and explored the settled regions completely)


It is unclear to me how long a ship can survive out on deep sea: a clear indication would be helpful especially when this value changes


Non-gunpoweder ships cannot attack land targets - suggest to allow them to attack as well and increase their range to 2 so that they are not sitting and looking useless in tactical battles :) They can still have shorter range then base archers and aroun same damage but need to be able to do something


Naval trade routes have not been created on my games - this is absolutely needed to make inldand seas interesting. Establishing and then protecting (raiding other) trade routes should be a mayor focus point of naval combat


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3 years ago
May 3, 2021, 6:00:32 AM

I held off reviewing naval combat until I was able to engage a significant engagement, but the chances of that are slim. 


Some key differences between Lucy and Victor are increased ranged for EM ships, improved navigator trait(s), and generic harbor limitations. The increased range for EM ships was sorely needed to be competitive vs. land units with smaller weaponry (yet longer range). The inclusion of skilled navigator and the extended time navigator provides is great for early exploration in. 


The decrease in number to total harbors further reduces the usefulness of a navy as ransacking targets were already in short supply. The inclusion of more coastal luxuries (ambergris) and strategic resources (oil) were quite welcome.. 


Another limitation imposed upon naval units in Victor (intended or not) was the inability to engage with fleets on different types of water tile. Fleets on deep ocean could not start an engagement with fleets in coastal waters and visa versa. Such a limitation can lead to cheesy tactics such as splitting fleets to cover all coastal terrain to prevent an engagement. 


8roomsofelixir wrote:

- Allow more Harbor to be built in one territory, while also give a limitation. For instance, allow extra Harbor capacity after unlock certain later technologies, while keeping the maximum number of Harbors per territory about 3-4. EQ Harbors count towards this limit as well.

- Some other ways to encourage players to build more quarters in the water or on the coast. For instance, give City Center an extra yield when on the coast (since it cannot exploit coastal waters), or to give a larger adjacency to Market and even Makers Quarters that are build next to a Harbor.

Harbors can already become quite efficient for food (compared to farmers quarters) in the early eras, but players don't seem to realize that harbors can exploit science as well. With each culture able to exploit coastal science, they could drastically help their ancient research times. Perhaps the amount of coastal tiles with science is not adequate enough for players to justify an early harbor. 


As a note, the only defining trait of the Phoenician Bireme (23 str) is its navigation trait as the Mycenaean's LT and Hittite LT provide their fleets with just as much Str.  


8roomsofelixir wrote:
- Beginning from Early Modern, long range naval units can receive "Bombardment" trait, so they can bombard quarters from ocean as a form of long range support fire.

As naval units cannot start an engagement with land units or begin sieging a city, they entirely dependent on land units to be marginally effective. A "limited" bombardment trait (reduced to 1 or 2 range w/o splash) for Early Modern (and up) combat ships (not transports) could solve some of there inherent issues naval units have when engaging land or cites close to the water. This would allow naval units to begin weakening adjacent fortifications and units in preparation for further combat. 


Cities and units under attack from the water demands a response from players which is likely to be constructing their own naval units. This sort of stimulus is needed to ensure players close to the water will make harbors and naval units. Otherwise, naval gameplay is entirely optional as the damages will be rather limited to a couple luxuries, 1-2 oil, and a few harbors which is likely to be a miniscule fraction of a players worth. 





Updated 3 years ago.
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3 years ago
May 3, 2021, 7:26:24 AM

Guys, is it a bug or feature that after discovering Great Blue Hole every single coastal tile starts proviing +4 science? Seems really weird



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3 years ago
May 3, 2021, 7:52:48 AM
AndreyP wrote:

Guys, is it a bug or feature that after discovering Great Blue Hole every single coastal tile starts proviing +4 science? Seems really weird

That is the Legacy Trait of the Joseon Culture (+4 science on coastal tiles & lake tiles). It is quite good for picking up tons of science especially so with multiple harbors in each territory (via EQs). 

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3 years ago
May 3, 2021, 3:27:22 PM
RNGZero wrote:
AndreyP wrote:

Guys, is it a bug or feature that after discovering Great Blue Hole every single coastal tile starts proviing +4 science? Seems really weird

That is the Legacy Trait of the Joseon Culture (+4 science on coastal tiles & lake tiles). It is quite good for picking up tons of science especially so with multiple harbors in each territory (via EQs). 

If someone were to substitute "overpowered" for "quite good", I wouldn't argue with them.  I like the science-from-coast idea - much better than +X% - but the amount of science seems a bit much relative to other sources.

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3 years ago
May 3, 2021, 5:16:20 PM

Unfortunately I never really got to experience much with naval gameplay.  At first I didn't realize I even needed a harbor (which is admittedly pretty silly of me), and I was confused when I could not figure out how to build caravels.


Now that I understand about troop transports, the idea sounds great!  Embarked units are often overlooked in other games, so that they can provide their own defense and offense reduces the overhead needed to get into the ocean game.  I never got to experiment much with trade routes, so I don't know how they work.  Whether it's because the game ended too soon for AI to exploit the ocean, or my lack of push into generating money, I never saw a reason to go strongly into navy.  Historically, it seems like countries really started investing in navies as a combination of trade (managing trade routes) and defense (of trade routes and new colonies).  I did not see a good way to raid trade routes or "coastal" cities/harbors in game, so I saw no benefit to building strictly naval units.  Maybe if these trade routes were emphasized more, especially between cities with luxury resources, there could be more reason for building up raiders/defensive navies in-game.


I did travel to the new world (and was the first to do so).  The concept of the settler unit really intrigues me, as I feel like in other similar games it always seems to be the oldest cities that were my best.  That you can give a boost to building new cities is definitely a good idea.  I'm personally hoping that as we progress into later eras, it gets significantly harder to control some of these "colonies" without heavy investment.  Something like that could even allow you to temporarily imbalance the game (via money/trade) only to later "punish" for distant colonies to bring balance back.  Seems like it could be a fun (and potentially infuriating) concept to me!

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3 years ago
May 3, 2021, 5:50:04 PM

I must admit that I really did not use navy, because I felt it would be rather useless.

But I can still give a bit of feedback about harbours: the ability to construct harbours everywhere and not other districts made harbours something you build wherever there is the most food, only to forget about them just after. They feel really disconnected from the rest of your city, which seems weird given their historical role. I think that forcing their integration into the city (removing the free placement of the harbour or allowing you to build districts next to it) would be a good thing.

Updated 3 years ago.
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3 years ago
May 4, 2021, 7:38:23 AM

- I was disappointed to see the AI build no ships at all  until early modern era. I had two wars in my runthrough and I had no fight on sea at all. There wasn't even a goal for me to attack.


- I used the boats for exploration and unveiled most of the map. But I couldn't get the exploration fame bonuses and I don't understand why.


- I didn't understand why sometimes autoexplore worked just fine and sometimes it automatically switched off autoexplore.


- I like the feature that you can move to deep waters but the limit grows with better ships and better tech researched.


conclusion: I think naval gameplay needs some improvement yet. AI needs to build more ships at least in a sea-rich map, Maybe allow going through ennemy coastal territoriy even if you don't have open borders but causing greavances by doing so.

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3 years ago
May 4, 2021, 8:04:03 AM

I did not get a chance to thoroughly explore naval gameplay, as I was much more focussed on other things and before I knew it the game was ending in 25 turns. I did however, spend a long time in my first playthrough trying to work out just how to embark units. The tooltip was telling me I did not have a required technology, but it would be helpful to see what technology that was. When you scroll to the technology in the tech tree, its not glaringly evident that the transport ship is the tech that unlocks embarkment; I was under the impression this was a unit, but all the playthroughs I'd watched the units just automatically embarked. I suggest either changing the transport ship to just text rather than an image so it doesn't look like another unit AND definitely making it so that the movement blocked tooltip IDENTIFIES the missing tech. Thankyou so much for the opportunity to test this game I am very keen.

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3 years ago
May 4, 2021, 1:36:22 PM

A more complete feedback from my end after two playthroughs (one on hard, one on very hard). An avid CIV player, I cannot not benchmark Humankind against it.


Overall

  1. it's alright
  2. it's serviceable
  3. I don't feel like Russell Crowe in Master and Commander (which, for me personally, is a pity)

Feedback

  1. if naval combat should be a priority in the grand scheme of OpenDev feedback epics and user stories, consider sprucing it up by making it distinct from land combat:
    - positioning and manoeuvring should play a larger role during combat. Ships aren't able to turn 90 degrees on the dot, much less 180. This would provide another point of differentiation for cultures, as more manoeuvrable ships could use less movement points in order to get into position, for example.
    - following the above, broadsides, front and rear cannons, etc, would come into play.
    - ship boarding should be a thing as well.
  2. four movement points for a cog feels unnecessarily restrictive. Should be at least 5.
  3. stowed units should not get lost at sea.
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3 years ago
May 4, 2021, 3:07:18 PM

Eh, I dunno, maybe because I wasn't far enough into tech tree, but naval gameplay felt blend, especially compared to Enldess Legend: Tempest.

Also, "retreat" is stupidly OP on water. You literally can't attack anyone or ever be attacked by endlessly retreating.

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3 years ago
May 5, 2021, 12:09:59 AM
  •  We were supposed to have more chances to test naval combat in Victor, but frankly there wasn’t much of a point, or any opportunities  whenever I did build naval units. The AI certainly didn’t build many fleets. There are some changes to naval units that I think could be made to incentivize their play and make them more interesting, but one of the big ones are that I think we need more naval units per era prior to the early modern, like even a light and heavy cruiser type would add more options. We could have Pentekonters (light) and Triremes (heavy) in the Ancient, then Lembos (light) and Quadriremes (heavy) in the Classical Era, and so on for the Medieval. It might be a slightly arbitrary distinction, historically speaking, but light vessels could be faster, weaker and have ranged attacks, while the larger vessels would be slower,  stronger, and be boarding vessels that engage in close-combat like         melee units on land. There just isn’t a lot of depth to the unit types currently. The short ranges of ranged naval units also feels quite arbitrary right now, as I’m not sure why bows on land have a range of 3 but at sea have a range of 1. Naval units should be able to fire at units on the coast, even during the Ancient Era.

  • Another problem with naval units right now is that they are slow and have no ability to interact with the land. I hate using naval units, especially transports, without getting the Lighthouse of Alexandria (it’s the only Wonder I get every time). It doesn’t make a lot of sense to me that ships, especially transports are so slow. If the purpose is to make it more difficult to cross high seas during early eras, perhaps coastal ships and navigators could just treat open sea as rough terrain? It would also be great if naval units could establish outposts on the coast or have some other use even when there is nobody else to fight on the open seas.
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3 years ago
May 8, 2021, 7:53:05 PM

Yeah, Siege Artillery is cool, but have you ever wished to land and take the city for yourself ? Well, unfortunately, in Victor OpenDev, you couldn’t !



So, I’ve been giving a second thought on naval gameplay to wrap everything up, since it was one of the main focus of this OpenDev. As many others have already noted above and elsewhere on the forums, naval gameplay suffered from several flaws. I’m reiterating below some of them and giving a few more :

  • Naval units (ships or transports vessel) do not provide any sieging ability. I’d have assume that surrounding a city settled on island with ships would have allowed to siege/fire/bombard the city’s districts from the sea. 
  • I’d also have assumed that surrounding the city with ships would have triggered a besieged mechanic, in which the surrounded city would have slowly started loosing health/stability, and especially prevented its fortification from regenerating every turn (a bit like the besieged mechanic in Civ 6).
  • I’d have assumed that Siege Artillery would be able to strike the 2 tiles surrounding the Main Plaza, but they didn’t seem to have “vision” on them, weirdly enough, since they could see and hit the Main Plaza. Unless friendly ships would be adjacent to those tiles, meaning that they would suffer from strike's collateral damage.
    • Artillery Strike without visibility (unable to strike on the tile on top of Tenochtitlan's Main Plaza as well) :

    • Collateral damage to units adjacent to tiles, in order to get visibility for artillery's strike :

  • Striking and destroying those 2 tiles prevented my embarked units to land on those ruined quarters, they still counted as being part of Main Plaza’s perimeter, hence forbidding embarked units to land.
    • Bottom adjacent tile to Tenochtitlan's Main Plaza ruined

    • Top adjacent tile to Tenochtitlan's Main Plaza ruined

    • Units unable to land on either ruined tiles SiegedTenochtitlanIsland_150.ctr.
  • Gun Platform/Torpedo Vessel/Armoured Vessel types ships were unable to reinforce the naval battlefield unless they were already located in the deployment zone when the battle started. If they were located outside of the battle and deployment area, they couldn’t be used as reinforcement. Embarked Units though were able to reinforce from outside of the battle area.
    • Ships outside of the battle area are unable to reinforce :

    • Embarked units outside of the battle area able to reinforce :

    • NavalReinforcementNOK_140.ctr


So to sum it up, my biggest wishes on naval gameplay are, along with fixing the flaws above:

  • Allow units to embark once Ancient Era’s Sailing Technology is unlocked. I really find it weird to be able to build a ship, and at the same time not being able to embark units on boat. It feels like the game is hard-locking naval exploration/movement by land units, which is quite frustrating. 
  • Allow units to embark on Boarding Vessels, and apply on boarded units the same penalty as the boarding ship when going in deep sea. That would really incentivize naval exploration/movement early on.

Cheers !
Updated 3 years ago.
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3 years ago
May 9, 2021, 12:18:44 AM

My feeling for naval gameplay is that it's still not important in my playthroughs. Things naval can do are so limited. They cannot claim territory; naval units cannot mingle with transportation vassals to "protect" them; they are not useful in combat, since AI's doesn't build along coastline, so naval can only pillage harbors, which is kind of useless.


My suggestion for naval:


  1. Make naval units able to build outpost on coast, so that they can be used to claim islands. A lot of historical colonies are built by naval.
  2. Enable mixed armies with both naval and land units in transportation model.
  3. Give naval early access to "bombard" trait, so they can be used to destroy land targets more efficiently. Historically, naval bombarding land targets is so important, since naval vassals can carry much heavier cannons than land armies can.
  4. Add a canal quarter to early modern era, so that player can connect nearby water bodies for better naval experience.
  5. Add a bridge quarter to early modern era, making is easier to move land units on islands.
Updated 3 years ago.
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3 years ago
May 9, 2021, 10:19:27 AM

Here's my shortnened opinion about navy:
I posted my full opinion here if you're interested


MAP

First of all, I found the map to be a strange pick for naval focus.
You can exclusively use land unit to explore/conquer the main continent. And most of the seas are made out of ocean tile, making sea exploration irrelevant for 2/3 of the game.

But anyway, back to navy.


USES

The main problem for me is the fact that there is no real use of navy in the game.

Comparing them to land units, navy is stronger, have more vision and movements on sea. But they cannot create outposts, do not have any impact on land battles (or very little at best), cannot ransack much.

Moreover, the fact that number outclass quality very quickly on water makes it so you are better off by having lots of embarqued units than having navy.

The only meaningfull use of navy as such is exploration. But even then, they cannot create outposts to expand.


RANGE

One of my main suggestion about navy would be to change the range of warships and embarqued units.

For Warships it would be more relevant to give them something similar to ranged unit in the same era. And maybe even bombardement ability in industrial, or the ability to crush fortification.

As for embarqued units, they should have melee attack instead. This alone would nullify the fact that lots of embarqued can fight easily against less navy. Which is coherent regarding the fact that land units are not meant for sea battles.


EMBARQUED UNITS

UI: I find the fact that you shows the land unit instead of the vessel quite strange.

Land Bonus: This should not be relevant in water.


TERRAIN

The lack of terrain in water (appart for coastal/ocean) is sad and makes water battle this much unexiting.

I mean, you could have wind, currents, reefs and lots more!

Even some current tiles could have changes, like when navy attack a land units standing on a beach vs reefs. When navy stands on pearls/harbours/oil/etc.


OUTPOST

In my opinion, navy should be able to plant outposts.


MERGING LAND & SEA

This should provide additional movement and would alone greatly incentivise the use of navy, to grant movement boost. (From 3 movement to 4 or 5 for example)


PHOENICIANS

This culture makes no sense to me. Because they would be really strong on water, but cannot make any use of it.

They would really be nice if they could embark before others (with the Bireme?), because as they are, they cannot shine as they are meant to.

And what is the point of having a Bireme, when other cannot embark yet or have any meaningful impact with navy?




This was my current opinion about navy.

But I also saw a couple of things here that I would like to mention



Limited to 1 harbour? I must differ with some of you, I find the fact that Harbours are limited to 1 per region to be really nice.
At the moment, those quarter are very powerfull, they really are a must in your cities. And since you can only make one in each territories, it makes them that much more valuable.
Also, it makes Naval Cultures that much relevant as well, because they can use navy in more effective ways due to them having more harbours.


Build more on coast: However, I must agree for the fact that players lacks any incentive to build on coast tiles (for possible ransack uses on coasts).

This could be resolved by giving adjacency bonuses on harbours or by enabling construction next to harbours.


Quicker navy: This would be really nice indeed. It would be an incentive to have more embarqued unit on sea and would feel more natural.


I also think all suggestions of @PotatoesAreBland (here) are very interesting and worth a shot. (1. navy ranskack inland / 2. movement / 3. Vision / 4. Colonizing / 5. Embarqued units / 6. Damaged ship / 7.8. Elephants on water?)


Canal? I also like the idea to build canals to makes navy more mobile.

But in this regard, you could also makes it so that navy could use rivers?

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3 years ago
May 9, 2021, 3:54:50 PM
tomatopp1 wrote:

OUTPOST

In my opinion, navy should be able to plant outposts.

Agree: This would instantly make navy extremely valauble right from the start

They would only be able to place outpost on coastal tiles so to get a better position it would need to be moved inland anyhow so its not like they would be OP by establishing them

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3 years ago
May 9, 2021, 4:03:25 PM

Thank you for the shout out @tomatopp1. I'll point out that re: terrain & weather they have implemented this in Endless Legend so I imagine there are plans. If not on release to have it.

Updated 3 years ago.
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3 years ago
May 9, 2021, 5:28:53 PM
Zolobolo wrote:

Agree: This would instantly make navy extremely valauble right from the start

They would only be able to place outpost on coastal tiles so to get a better position it would need to be moved inland anyhow so its not like they would be OP by establishing them

Yeah, and if navy could ransack coast tiles this could create interesting navy wars over who own the land

Because until the outpost are not relocated, it would be very easy to ransack it for navy

(And we would also have a real use for relocating outpost)

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3 years ago
May 9, 2021, 5:39:59 PM
PotatoesAreBland wrote:

[...] I'll point out that re: terrain & weather they have implemented this in Endless Legend so I imagine there are plans. If not on release to have it.

Oh! I didn't know since it has been a while I played EL

But this is really promising and reassuring to hear. At least it means they already tried things with sea, so they have experience regarding this

It may be in a future DLC as well

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3 years ago
May 9, 2021, 7:30:14 PM

I'm happy with any changes to naval gameplay as long as a few things are kept in mind.
1. Navies are more useful in terms of a method of movement.
2. Settling across the ocean stays limited without proper island hopping until the Early Modern era.(except for the viking langships).
3. The importance of a navy is increased, through coastal raiding(not a lot to raid at the moment, and raiding in general is also a lot worse), being able to attack coastal units a bit earlier on and so on.
4. Navies are allowed to contribute to sieges, I proposed that all ships baring the Pentekonter (So early naval sieges aren't too overpowered, and I do mean just the pentekonter, the Bireme should be allowed to siege) be able to siege cities. There's a current issue of island cities being unsiegable which is just absurd but it would also increase the value of navies.
5. More variety in earlier naval combat with the addition of water terrain and ships, personally I think 1 more ship type added to the medieval era would be enough to create a good balance of naval troops.

And a personal desire of mine is to allow regular units to use already built ships as transports instead of purely relying on embarking and embarking tech.

Updated 3 years ago.
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3 years ago
May 13, 2021, 5:56:27 PM

Suggestion that popped in the Discord: Double base movement of all naval units (both Embarked units and Ship units) and make ocean tiles cost 2 movement points. This would make coastal movement much faster and increase the relevance of naval actions while keeping ocean exploration exactly as it is now. As a side effect, this would make naval movement increases (such as the Alexandria Lighthouse and the Norse LT) less effective in ocean tiles, while keeping them as effective in coastal areas. In victor, the Lighthouse made it too easy to reach the new world and this change would level the naval playground  

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3 years ago
May 13, 2021, 8:59:42 PM

It would be better to tweak the balance between embarked units and actual naval units. Currently, since the land unit combat str will be directly converted to naval combat str when embarked, a couple of Musketeers can easily take down a Man-o-War - which just doesn't seem right. 


Personally I would suggest a combat bonus for actual naval units (+5, probably) when attacking embarked units, or embarked land units receiving a penalty when being attacked by naval units. Naval transports are very, very fragile in real life, it was very common to lost thousands of men if a transport ship got attacked by a proper navy - and that's why you need a proper navy to protect them, therefore increase the importance of navy.


In addition, this reddit post also offers good suggestions regarding how naval units can have trouble fighting land units that are higher than sea level.

Updated 3 years ago.
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3 years ago
May 19, 2021, 12:21:27 PM

I noticed a problem with how AI used embarked units in my playthrough. I was resolving a fight with an enemy army on land. I was barely holding on against the enemy forces and it seemed like I would lose as the enemy brought several embarked units over. What surprised me was that the enemy never landed the units but patiently waited for my archers to kill the embarked units one by one.

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3 years ago
Jun 3, 2021, 6:14:29 PM

I've been thinking about this more and more and I think unfortunately you've got more work cut out for you then just balancing some 'cs' numbers. I just finished a series of books which actually had over the course of them advancements in naval development from effectively byzantine to early modern ... including the introduction and implementation of gunpower (grenadier units) and the differences in the way ships were powered. I am on my way to bed but I strongly recommend the following wikipedia or any related reading...Because right now this whole 4 range hex - every boat is suddenly crewed by excellent archers might seem fun but uh, no. No it's bollocks. 


https://en.wikipedia.org/wiki/Galley_tactics 









Transport vessels should, for the most part, I think function like triremes in ship combat. The one difference is that the melee involved gets a lot harrier if it's a transport ship with infantry on it following up on a disable vessel the infantry might be quite able to slaughter the crew of the other ship if it's transporting crossbow men their effectiveness is some what more limited - but they *might *be able to organize a firing line and harry an enemy vessel. As it now these 'ships' are almost an abstraction. 

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3 years ago
Jun 4, 2021, 1:03:47 PM

Aha! Okay. I'm sure there's been a pile of reading recommended already but for the vastness of oceans I recall now on a road trip that I listened to most of the book, Atlantic - Great Sea Battles, Heroic Discoveries, Titanic Storms,and a Vast Ocean of a Million Stories, By: Simon Winchester as an audio book Narrated by: Simon Winchester. I intend to see if I still have it and I'll give it a listen because I've been made curious again. Thank you by inviting us to participate in the open dev's you've helped to rekindle a bit more interest in internalizing history. 

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3 years ago
Nov 22, 2021, 8:03:57 AM

Note: AI still does not constuct many naval units yet :)

From 5 playrthroughs with 10 competitors I ahve seen one AI empire boosting actual naval unit stacks and using them

Have seen a couple of other cases where the AI has had around a dozen anceint type ships in Industrial age at one of its ports but not using them for anything


Trade routes also do not show yet on the seas: no traffic

The trade pins seem to be there though now

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