Re: Re: Re: Re: Unit Strengths by Era
I couldn't possibly agree more!!!
The entire point historically of privateers and submarines was to attack TRADE and merchantmen - not enemy warships. American privateers decimated British shipping in the American Revolution.
The Germans almost won two world wars doing the same thing with subs.
Firaxis' lame and dumb naval warfare - and inability to damage trade - might be the single thing I hate most about the game other than Culture Flipping.
Your other points are on the nose, also.
Originally posted by Zachriel
Good point. My 2-cents:
Naval
1. Naval combat only really mattered historically because of trade. Navies have to be able to stop sea trade.
2. Subs should bombard, and then hide.
3. Modern naval units should be quite a bit faster than ancient units.
4. Bombard should sink ships. Ships should have aa.
5. Age of sail and cannon should be longer.
Barbarians
1. There should be areas of the map, which are uninhabitable until engineering. This would allow spawning grounds for hordes.
2. Barbarians should have multiple unit types, including ships.
3. Barbarians should be able to capture cities.
Trade
1. You should not be able to trade techs or anything else unless you have a route through friendly territory. This would slow tech trading and allow for the development of middle men, such as the Arab control of the spice trade.
2. Global trade should be delayed. Perhaps it takes Magellans to get it started, or Columbus' voyage.
3. There should be some way to control ocean trade with naval power. The sun never sets on the British Empire.
Good point. My 2-cents:
Naval
1. Naval combat only really mattered historically because of trade. Navies have to be able to stop sea trade.
2. Subs should bombard, and then hide.
3. Modern naval units should be quite a bit faster than ancient units.
4. Bombard should sink ships. Ships should have aa.
5. Age of sail and cannon should be longer.
Barbarians
1. There should be areas of the map, which are uninhabitable until engineering. This would allow spawning grounds for hordes.
2. Barbarians should have multiple unit types, including ships.
3. Barbarians should be able to capture cities.
Trade
1. You should not be able to trade techs or anything else unless you have a route through friendly territory. This would slow tech trading and allow for the development of middle men, such as the Arab control of the spice trade.
2. Global trade should be delayed. Perhaps it takes Magellans to get it started, or Columbus' voyage.
3. There should be some way to control ocean trade with naval power. The sun never sets on the British Empire.
I couldn't possibly agree more!!!
The entire point historically of privateers and submarines was to attack TRADE and merchantmen - not enemy warships. American privateers decimated British shipping in the American Revolution.
The Germans almost won two world wars doing the same thing with subs.
Firaxis' lame and dumb naval warfare - and inability to damage trade - might be the single thing I hate most about the game other than Culture Flipping.
Your other points are on the nose, also.
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