Ancient Naval Units
*Galley 0.1.2 10|1 (sink in sea, sink in ocean) {Caravel} NONE
*War Galley 2.2.3 30 (sink in sea, sink in ocean) {Sloop} Map Making
Middle Age Naval Units
*Caravel 0.1.4 40|2 {Galleon} Astronomy
*Sloop 3.3.5 4[4]1 40 {Frigate} Astronomy
*Frigate 6.5.6 8[4]1 60 {Ironclad} Magnetism
*Man-O-War 8.6.6 8[4]1 60 {Frigate} Magnetism
*Galleon 0.2.5 50|4 {Transport} Magnetism
*Privateer 4.2.7 50 (hidden nationality, zoc) {Commerce Raider} Navigation
Industrial Era Naval Units
*Ironclad 10.9.8 10[5]1 90 {Destroyer} Steel
*Transport 0.6.8 100|8 Mass Production
*Destroyer 12.15.12 12[5]1 110 (can see submarines, zoc) {Aegis Cruiser} Mass Production
*Battleship 25.20.10 16[6]2 200 Mass Production
*Carrier 0.12.10 200|5 (radar, doesn't carry bombers) Advanced Flight
*Submarine 16.6.10 110 (can see submarines, zoc) Mass Production
*Commerce Raider 15.10.11 130 (hidden nationality, zoc) Mass Production
Modern Naval Units
*Aegis Cruiser 16.24.12 12[5]1 160|3 (can see submarines, radar, can carry cruise missiles)
*Nuclear Submarine 10.14.9 150|3 (can see submarines, can carry cruise missiles and tactical nukes)
venger et al
how do those changes look? any comments? please?
also i've thought about the tarawa carrier but that won't work unfortunantly
afaik carriers cannot load land units, and i know for a fact that if a unit has foot soldier or tactical missile marked that it cannot be on a carrier, marking bombers and stealth units as foot soldiers is what prevents them from landing on carriers in the blitz mod
if firaxis does allow modders to change movement along railroads and fixes the treat all terrain as roads issue then i think that naval units might become much more useful
*Galley 0.1.2 10|1 (sink in sea, sink in ocean) {Caravel} NONE
*War Galley 2.2.3 30 (sink in sea, sink in ocean) {Sloop} Map Making
Middle Age Naval Units
*Caravel 0.1.4 40|2 {Galleon} Astronomy
*Sloop 3.3.5 4[4]1 40 {Frigate} Astronomy
*Frigate 6.5.6 8[4]1 60 {Ironclad} Magnetism
*Man-O-War 8.6.6 8[4]1 60 {Frigate} Magnetism
*Galleon 0.2.5 50|4 {Transport} Magnetism
*Privateer 4.2.7 50 (hidden nationality, zoc) {Commerce Raider} Navigation
Industrial Era Naval Units
*Ironclad 10.9.8 10[5]1 90 {Destroyer} Steel
*Transport 0.6.8 100|8 Mass Production
*Destroyer 12.15.12 12[5]1 110 (can see submarines, zoc) {Aegis Cruiser} Mass Production
*Battleship 25.20.10 16[6]2 200 Mass Production
*Carrier 0.12.10 200|5 (radar, doesn't carry bombers) Advanced Flight
*Submarine 16.6.10 110 (can see submarines, zoc) Mass Production
*Commerce Raider 15.10.11 130 (hidden nationality, zoc) Mass Production
Modern Naval Units
*Aegis Cruiser 16.24.12 12[5]1 160|3 (can see submarines, radar, can carry cruise missiles)
*Nuclear Submarine 10.14.9 150|3 (can see submarines, can carry cruise missiles and tactical nukes)
venger et al
how do those changes look? any comments? please?
also i've thought about the tarawa carrier but that won't work unfortunantly
afaik carriers cannot load land units, and i know for a fact that if a unit has foot soldier or tactical missile marked that it cannot be on a carrier, marking bombers and stealth units as foot soldiers is what prevents them from landing on carriers in the blitz mod
if firaxis does allow modders to change movement along railroads and fixes the treat all terrain as roads issue then i think that naval units might become much more useful
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