In Civ 3, as well as in its predecessors, naval units are expensive, slow and weak. They are not used unless necessary, which harms historical realism, strategic depth and fun.
Historical realism
From the bronze age until the advent of railroads, sea travel was with little competition the fastest, safest, and most convenient means of transportation. The seas tied peoples together rather by dividing them, like mountains, forests and deserts did. One of the most important factors behind European technical superiority was that Europe is surrounded by calm waters - the Black Sea, the Mediterranean, the English Channel, the North Sea and the Baltic. No other continent has got this advantage. Someone said "Who controls the seas controls trade, and who controls trade controls the world."
Strategic depth
Civs on islands are predestinated losers. They will have a hard time expanding and finding resources.
Civ warfare is land warfare. Naval battles and blockades occur too rarely. In many games you don't really need to build a great navy.
Fun
The Civ world consists of continents with some kind of deep blue goop between them. This blue goop is mostly a problem; it yields little production unless you build expensive improvements, barbarians come from there, you cannot walk on it, and the vessels used to cross it are poor. To be drastic, water is a bit like the fungus in SMAC. If you start on an island, the beginning of the game will be tedious since you cannot explore or interact with other civs.
SOLUTIONS
The trade system is a good step forward from Civ 1 & 2, but not really enough. Much can be done through ordinary modding. Here are some points:
More and better naval units
Here is a suggestion of a unit setup.
I have added Timber as a strategic resource needed for most pre-steam ships. It would be very common in Forests and Jungles. (All trees consist of wood, but far from all are suited for shipbuilding.)
Transport units
* Raft: coast, carries one foot unit, moves 3
* Roundship: coast, carries 2 units, moves 4
* Longboat: sea, carries 1, moves 5
* Caravel: ocean, carries 2, moves 5, requires Timber
* Clipper: ocean, carries 3, moves 6, requires Timber
* Steamer: carries 4, moves 7, requires Iron and Coal
* Transport: carries 5, moves 8, requires Iron and Oil
* Superconductor Ship: carries 5, moves 10, requires Aluminium
Naval power units
* Galley: 1/1/4, coast, Timber
* Dromone: 2/2/4, coast, Timber & Saltpeter (Byzantine-style Galley with Greek fire)
* Ship of the Line: 3/4/5 (3/1/2), ocean, Timber Iron & Saltpeter
* Ironclad: 5/6/4 (4/1/2), zoc, sea, Iron Coal & Saltpeter
* Torpedo Boat: 8/4/6, sea, Iron & Coal
* Dreadnought: 10/12/6 (6/2/1), zoc, ocean, Iron & Coal
* Submarine: 8/4/5, Iron & Oil
* Battleship:14/16/7 (9/2/1), zoc, radar, Iron & Oil
* Destroyer: 7/8/8 (5/2/1), zoc, radar, Iron & Oil
* AEGIS cruiser: 9/10/8 (6/3/2), zoc, radar, Aluminium & Oil
The Carrier and the Submarine remain as before. One could introduce a Super Carrier, too.
I do not know what to do with the Privateer. It is sure fun, but historically the privateers never confrontated warships - just merchant ships. Maybe they could be made really cheap and used for blockades.
Other ideas conerning naval units
If naval power units can carry ground units (which some of them should - a battleship is big enough to hold many soldiers) will the AI use it to transport them?
Sonar buoy - a naval unit with stats 0/1/1, radar, sub, sees subs. Deploy these to watch your enemy.
Demolition ships, like in Age of Kings (missile type?)
Ships can be given the Intercept ability to shoot down passing aircraft, but does it work properly? And can fighters on a Carrier intercept?
Splitting the Harbor improvements into several ones
* Dock (20 shields, expansionist) - gives food bonus
* Goods Port (40 shields, commercial, expansionist) - allows sea trade and provides some culture
* Naval Regiment (40 shields, military) - produces veteran ships
Giving the Marine flag to several units
Assaults from the sea have existed for a long time, so having only one kind of Marine unit is less than optimal. Mostly, convetional infantry have been used in landing operations, often with great casualties. (Think of D-day!) It would be better to remove the Marine and give its ability to several foot units at different technology levels.
One could try Musketmen, Riflemen and Infantry. One possible problem is that these units are defensive, and the AI might not use them for sea assaults.
Removing the All as Road ability from the Explorer
This would make rough terrrain an obstacle throughout the game, and promote expansion over the seas. The Explorer can become useful if it has the Submarine flag, which will make it invisible. Then you can use it to spy on your enemy within his borders, unless he happens to move a combat unit into its square.
Increasing the Commerce output of coast/sea/ocean
To be continued...
What do you think?
Historical realism
From the bronze age until the advent of railroads, sea travel was with little competition the fastest, safest, and most convenient means of transportation. The seas tied peoples together rather by dividing them, like mountains, forests and deserts did. One of the most important factors behind European technical superiority was that Europe is surrounded by calm waters - the Black Sea, the Mediterranean, the English Channel, the North Sea and the Baltic. No other continent has got this advantage. Someone said "Who controls the seas controls trade, and who controls trade controls the world."
Strategic depth
Civs on islands are predestinated losers. They will have a hard time expanding and finding resources.
Civ warfare is land warfare. Naval battles and blockades occur too rarely. In many games you don't really need to build a great navy.
Fun
The Civ world consists of continents with some kind of deep blue goop between them. This blue goop is mostly a problem; it yields little production unless you build expensive improvements, barbarians come from there, you cannot walk on it, and the vessels used to cross it are poor. To be drastic, water is a bit like the fungus in SMAC. If you start on an island, the beginning of the game will be tedious since you cannot explore or interact with other civs.
SOLUTIONS
The trade system is a good step forward from Civ 1 & 2, but not really enough. Much can be done through ordinary modding. Here are some points:
More and better naval units
Here is a suggestion of a unit setup.
I have added Timber as a strategic resource needed for most pre-steam ships. It would be very common in Forests and Jungles. (All trees consist of wood, but far from all are suited for shipbuilding.)
Transport units
* Raft: coast, carries one foot unit, moves 3
* Roundship: coast, carries 2 units, moves 4
* Longboat: sea, carries 1, moves 5
* Caravel: ocean, carries 2, moves 5, requires Timber
* Clipper: ocean, carries 3, moves 6, requires Timber
* Steamer: carries 4, moves 7, requires Iron and Coal
* Transport: carries 5, moves 8, requires Iron and Oil
* Superconductor Ship: carries 5, moves 10, requires Aluminium
Naval power units
* Galley: 1/1/4, coast, Timber
* Dromone: 2/2/4, coast, Timber & Saltpeter (Byzantine-style Galley with Greek fire)
* Ship of the Line: 3/4/5 (3/1/2), ocean, Timber Iron & Saltpeter
* Ironclad: 5/6/4 (4/1/2), zoc, sea, Iron Coal & Saltpeter
* Torpedo Boat: 8/4/6, sea, Iron & Coal
* Dreadnought: 10/12/6 (6/2/1), zoc, ocean, Iron & Coal
* Submarine: 8/4/5, Iron & Oil
* Battleship:14/16/7 (9/2/1), zoc, radar, Iron & Oil
* Destroyer: 7/8/8 (5/2/1), zoc, radar, Iron & Oil
* AEGIS cruiser: 9/10/8 (6/3/2), zoc, radar, Aluminium & Oil
The Carrier and the Submarine remain as before. One could introduce a Super Carrier, too.
I do not know what to do with the Privateer. It is sure fun, but historically the privateers never confrontated warships - just merchant ships. Maybe they could be made really cheap and used for blockades.
Other ideas conerning naval units
If naval power units can carry ground units (which some of them should - a battleship is big enough to hold many soldiers) will the AI use it to transport them?
Sonar buoy - a naval unit with stats 0/1/1, radar, sub, sees subs. Deploy these to watch your enemy.
Demolition ships, like in Age of Kings (missile type?)
Ships can be given the Intercept ability to shoot down passing aircraft, but does it work properly? And can fighters on a Carrier intercept?
Splitting the Harbor improvements into several ones
* Dock (20 shields, expansionist) - gives food bonus
* Goods Port (40 shields, commercial, expansionist) - allows sea trade and provides some culture
* Naval Regiment (40 shields, military) - produces veteran ships
Giving the Marine flag to several units
Assaults from the sea have existed for a long time, so having only one kind of Marine unit is less than optimal. Mostly, convetional infantry have been used in landing operations, often with great casualties. (Think of D-day!) It would be better to remove the Marine and give its ability to several foot units at different technology levels.
One could try Musketmen, Riflemen and Infantry. One possible problem is that these units are defensive, and the AI might not use them for sea assaults.
Removing the All as Road ability from the Explorer
This would make rough terrrain an obstacle throughout the game, and promote expansion over the seas. The Explorer can become useful if it has the Submarine flag, which will make it invisible. Then you can use it to spy on your enemy within his borders, unless he happens to move a combat unit into its square.
Increasing the Commerce output of coast/sea/ocean
To be continued...
What do you think?
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