Here are some of my thoughts. (I still want to look at your spreadsheet, Alpha). Bear in mind, these are just musings.
Ideas for Unit Stats: Attack/Ranged/Defense/Movement. [Cargo Capacity] Ranged attack in ( ) is range 0. Ranged attack with "r" is the range.
TRADER: 0/(0)/0/2 [1] Capturable. Coast movement only. Foot units only. *No graphic.
GALLEY: 1/(1)/1/3 Coast movement only. *In game.
POLYREME: 3/(2)/2/3 [1] Coast movement only. Foot units only. *No graphic. (But see this thread)
CARAVEL: 0/(0)/0/4 [2] Capturable. Coast and Sea movement. Foot units only. *In game.
GALLEON: 4/(4)/4/5 [3] Coast, Sea, and Ocean movement. Foot and horse units (is this possible?) *In game.
FRIGATE: 6/(6)/6/6 *In game. (Temporarily use Pirate ship as Frigate, Man-o-War for Ship-of-the-Line, and Frigate for Merchantman).
SHIP-of-the-LINE: 10/10r1/10/5 *No graphic, but see above.
MERCHANTMAN: 0/(0)/2/5 [5] Foot and horse units only. *No graphic, but see above.
IRONCLAD: 15/(6)/15/5 HP+1 *In game. (Although would be nice to have graphic like HMS Warrior [as was in CtP2]).
DREADNOUGHT: 25/20r2/22/8 HP+2 *Graphic available.
TRANSPORT: 0/(0)/5/8 [8] Can transport all land units. *No graphic.
DESTROYER: 20/(10)/18/8 Can see subs and attack subs. *In game.
SUBMARINE: 18/(0)/15/6 Cannot see other subs. *In game.
BATTLESHIP: 30/25r2/28/10 HP+2 *In game.
AIRCRAFT CARRIER: 0/(0)/10/10 HP+1 [6^] ^Aircraft only. *Graphic available?
MISSILE DESTROYER: 22/25r3/20/12 [4^] ^Cruise missile only? Can see and attack subs. *Graphic available.
NUCLEAR ATTACK SUB: 25/20r2/18/10 [2^] ^Cruise missile only? Can see and attack other subs. *In game.
BOOMER: 20/(0)/20/10 [6] Can carry ICBMs. Can see and attack other subs. *No graphic.
SUPER CARRIER: 0/(0)/20/12 HP+1 [8^] ^Aircraft only. *In game.
AMPHIBIOUS ASSAULT SHIP: 0/(0)/20/12 [12] Can carry all land units and helicopters. Is this possible? *No graphic.
AEGIS CRUISER: 25/25r3/22/12 [8^] ^Cruise missile only? Special defense against air/cruise missile attack? Can see and attack subs. *In game.
Note on limits on movement: all units can move in sea tiles with Astronomy and Ocean tiles with Navigation. Another thing you'll notice is the progression of movement rates all the way to 12! Well, I think that is justified, especially given the common complaint of slow naval movement. You may say, "Why can the Caravel move faster than the Galley?" or "Why can't the Destroyer move faster than the Dreadnought?" Movement rates do not necessarily merely represent raw speed, but the strategic ability of the unit to move about. For example, on a tactical level, the destroyer definitely will severely out pace the Dreadnought. Strategic movement across oceans would show both of them moving at the same rate. The same idea for land movement exists with sea movement. A Napoleonic infantry would strategically be able to move further than a Phalanx because of logistics capabilities. Modern navies have tremendous logistics support and are able to span the globe in record time without stopping.
TECHS: Available with . . .
Trader: Pottery?
Galley: Map Making
Polyreme: Construction
Caravel: Astronomy
Galleon: Navigation
Frigate: Magnetism
Ship-of-the-Line: Magnetism
Merchantman: Magnetism
Ironclad: Industrialization
Dreadnought: Steel
Transport: Steel
Destroyer: Refining
Submarine: Refining
Battleship: Mass Production?
Aircraft Carrier: Flight?
Missile Destroyer: Rocketry
Nuclear Attack Sub: Nuclear Power
Boomer: Nuclear Power
Super Carrier: Rocketry
Amphibious Assault Ship: Advanced Flight?
Aegis Cruiser: Robotics?
There's no doubt here that the tech tree needs to be reworked. I've done so on my own personal mod. Industrial and especially Modern eras need reworking. I'm just going to leave it at that until there's some discussion. I'll then give out more of my opinion as the situation warrants.
Ideas for Unit Stats: Attack/Ranged/Defense/Movement. [Cargo Capacity] Ranged attack in ( ) is range 0. Ranged attack with "r" is the range.
TRADER: 0/(0)/0/2 [1] Capturable. Coast movement only. Foot units only. *No graphic.
GALLEY: 1/(1)/1/3 Coast movement only. *In game.
POLYREME: 3/(2)/2/3 [1] Coast movement only. Foot units only. *No graphic. (But see this thread)
CARAVEL: 0/(0)/0/4 [2] Capturable. Coast and Sea movement. Foot units only. *In game.
GALLEON: 4/(4)/4/5 [3] Coast, Sea, and Ocean movement. Foot and horse units (is this possible?) *In game.
FRIGATE: 6/(6)/6/6 *In game. (Temporarily use Pirate ship as Frigate, Man-o-War for Ship-of-the-Line, and Frigate for Merchantman).
SHIP-of-the-LINE: 10/10r1/10/5 *No graphic, but see above.
MERCHANTMAN: 0/(0)/2/5 [5] Foot and horse units only. *No graphic, but see above.
IRONCLAD: 15/(6)/15/5 HP+1 *In game. (Although would be nice to have graphic like HMS Warrior [as was in CtP2]).
DREADNOUGHT: 25/20r2/22/8 HP+2 *Graphic available.
TRANSPORT: 0/(0)/5/8 [8] Can transport all land units. *No graphic.
DESTROYER: 20/(10)/18/8 Can see subs and attack subs. *In game.
SUBMARINE: 18/(0)/15/6 Cannot see other subs. *In game.
BATTLESHIP: 30/25r2/28/10 HP+2 *In game.
AIRCRAFT CARRIER: 0/(0)/10/10 HP+1 [6^] ^Aircraft only. *Graphic available?
MISSILE DESTROYER: 22/25r3/20/12 [4^] ^Cruise missile only? Can see and attack subs. *Graphic available.
NUCLEAR ATTACK SUB: 25/20r2/18/10 [2^] ^Cruise missile only? Can see and attack other subs. *In game.
BOOMER: 20/(0)/20/10 [6] Can carry ICBMs. Can see and attack other subs. *No graphic.
SUPER CARRIER: 0/(0)/20/12 HP+1 [8^] ^Aircraft only. *In game.
AMPHIBIOUS ASSAULT SHIP: 0/(0)/20/12 [12] Can carry all land units and helicopters. Is this possible? *No graphic.
AEGIS CRUISER: 25/25r3/22/12 [8^] ^Cruise missile only? Special defense against air/cruise missile attack? Can see and attack subs. *In game.
Note on limits on movement: all units can move in sea tiles with Astronomy and Ocean tiles with Navigation. Another thing you'll notice is the progression of movement rates all the way to 12! Well, I think that is justified, especially given the common complaint of slow naval movement. You may say, "Why can the Caravel move faster than the Galley?" or "Why can't the Destroyer move faster than the Dreadnought?" Movement rates do not necessarily merely represent raw speed, but the strategic ability of the unit to move about. For example, on a tactical level, the destroyer definitely will severely out pace the Dreadnought. Strategic movement across oceans would show both of them moving at the same rate. The same idea for land movement exists with sea movement. A Napoleonic infantry would strategically be able to move further than a Phalanx because of logistics capabilities. Modern navies have tremendous logistics support and are able to span the globe in record time without stopping.
TECHS: Available with . . .
Trader: Pottery?
Galley: Map Making
Polyreme: Construction
Caravel: Astronomy
Galleon: Navigation
Frigate: Magnetism
Ship-of-the-Line: Magnetism
Merchantman: Magnetism
Ironclad: Industrialization
Dreadnought: Steel
Transport: Steel
Destroyer: Refining
Submarine: Refining
Battleship: Mass Production?
Aircraft Carrier: Flight?
Missile Destroyer: Rocketry
Nuclear Attack Sub: Nuclear Power
Boomer: Nuclear Power
Super Carrier: Rocketry
Amphibious Assault Ship: Advanced Flight?
Aegis Cruiser: Robotics?
There's no doubt here that the tech tree needs to be reworked. I've done so on my own personal mod. Industrial and especially Modern eras need reworking. I'm just going to leave it at that until there's some discussion. I'll then give out more of my opinion as the situation warrants.
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