After my initial tests it appears that the AI will not use curraghs to transport settlers unless it can take an escort with them. That means that we'd either have to let curraghs carry 2 units, or fundamentally change the settler so that it could defend itself similar to Civ 1. I don't know if it would be possible to get the AI to use the curraghs for settling without a major change to the fundamentals of the game. If you make curraghs able to carry 2 units, then they're just cheap galleys. If you gimp their movement to not be as effective, you remove the curragh-as-scout function and make the unit profoundly different. If you change the settler to be 0/1/1 so that it could defend itself (and maybe entice the AI to let them go unescorted), this strikes me as being outside the spirit of the AU. Plus, I don't like the idea of using it to only transport "foot units" as I don't think that military angle is the intent of the seafaring trait or this early unit. I guess something like this could work for Naval Exploration:
Give Curraghs the load flag (this makes the AI build them and use them)
Don't let the Curraghs traverse ocean squares
Make the curragh seafaring only
This would make it a true seafaring-exploration unit similar to the land-based scout for expansionist. Not as useful as it is in its current form, but something has to be done to not give the human player a major exploit.
Give Curraghs the load flag (this makes the AI build them and use them)
Don't let the Curraghs traverse ocean squares
Make the curragh seafaring only
This would make it a true seafaring-exploration unit similar to the land-based scout for expansionist. Not as useful as it is in its current form, but something has to be done to not give the human player a major exploit.
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