In a PBEM, naval combat or even naval maneuvers of any sort are very rare, much more so than in SP.
In this general thread, we should discuss why this is, if it's a problem, and if it is a problem, what we can or should do about it.
Reasons why:
- Pangea effect: Most PBEMs, to speed up contact and combat (not to mention the game), are played on Pangeas.
- Poor naval options pre-Industrial: The Frigate is the first combat ship, and it comes at the very end of the medieval era. Most PBEMs are nearly over or over by this point.
- Lack of amphibious options: If you're playing the Vikings, you're going to go naval. Anyone else, probably not. There's no incentive to attack from the water, unless it's to avoid land.
- Ships sink: Until Astronomy, you generally can't take ships out into the water anyway - and more so until Astronomy - unless you're seafaring or have the lighthouse, so it's unlikely to have naval combat pre-astronomy anyway.
Possibilities to fix:
1. Pangea effect - probably can't fix that, since it's a preference, except to make naval games more fun.
2. Naval options - Add one or more 'offensive' naval units, or strengthen current units. The problem here is that galleys/caravels are essentially warriors/spearmen on the water; there's no swordsman or even an archer until Magnetism ... but here we're adding units, which is a big change ...
3. Amphibious options - modify one or more earlier units to have the Amphibious flag. Possibly the Longbowman, which would exist roughly at the same time as astronomy, or even the Archer; or add an amhibious unit (more realistic, anyhow) at Astronomy, or earlier. Again, a big change.
4. Unless you move the sea travelling up, the only way to work this is to create a small wonder to function like the Great Lighthouse. Not necessarily a bad option...
These changes may or may not be appropriate for the "stock" PBEM mod, but might be worth looking into for a "Fun PBEM Mod" or something like that - one with more changes, not as many as RaR etc. but with some additions to enhance gameplay.
In this general thread, we should discuss why this is, if it's a problem, and if it is a problem, what we can or should do about it.
Reasons why:
- Pangea effect: Most PBEMs, to speed up contact and combat (not to mention the game), are played on Pangeas.
- Poor naval options pre-Industrial: The Frigate is the first combat ship, and it comes at the very end of the medieval era. Most PBEMs are nearly over or over by this point.
- Lack of amphibious options: If you're playing the Vikings, you're going to go naval. Anyone else, probably not. There's no incentive to attack from the water, unless it's to avoid land.
- Ships sink: Until Astronomy, you generally can't take ships out into the water anyway - and more so until Astronomy - unless you're seafaring or have the lighthouse, so it's unlikely to have naval combat pre-astronomy anyway.
Possibilities to fix:
1. Pangea effect - probably can't fix that, since it's a preference, except to make naval games more fun.
2. Naval options - Add one or more 'offensive' naval units, or strengthen current units. The problem here is that galleys/caravels are essentially warriors/spearmen on the water; there's no swordsman or even an archer until Magnetism ... but here we're adding units, which is a big change ...
3. Amphibious options - modify one or more earlier units to have the Amphibious flag. Possibly the Longbowman, which would exist roughly at the same time as astronomy, or even the Archer; or add an amhibious unit (more realistic, anyhow) at Astronomy, or earlier. Again, a big change.
4. Unless you move the sea travelling up, the only way to work this is to create a small wonder to function like the Great Lighthouse. Not necessarily a bad option...
These changes may or may not be appropriate for the "stock" PBEM mod, but might be worth looking into for a "Fun PBEM Mod" or something like that - one with more changes, not as many as RaR etc. but with some additions to enhance gameplay.
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