First off let me say that my job entails a small amount of application development, so I understand that no matter how simple the program and how seemingly simple the change may appear it is not always possible to incorporate the change into the original design.
Secondly I suggest this change to make tactical advantages to the game, which may well be especially appreciated when there are human opponents to face, not because I can give any real world justification for these alterations. If anyone can come up with any plausible reasons then tack those on below. Also all values are suggested to illustrate the point
So here is a question, why build a navy at all? The obvious answer is to transport units over water. If that is all they are useful for then naval strategy in the game is very week, after all there are no resources in the game that appear in ocean squares that a navy could seize hold of. The only tactical advantage that can be gained by a navy is attempting to blockade every single enemy port to block their trade routes. This is very difficult to do and it seems impossible to tell if you have succeeded. So here are the suggested changes.
First some basic changes to the defence factor of water tiles. Coast 50%, Sea 20%, Ocean 0%. Then increase all ships attacks by 40%. These changes should make no difference to battles in coastal regions, however attacks become much deadlier in the sea and extremely lethal in the ocean.
I will use the later game in this example but the tactic could be applied to Frigates and Privateers.
Now increase the Destroyers speed by 3.
This is the big change. Give a new ability to submarines ”Blockade”. When a submarine is blockading it not only stops trade in the square it occupies but also in a city shaped perimeter around it (privateers could be every square around it). Give a new ability to Battleships “Escort”. When a battleship escorts it cancels the effect of any Blockade in every square around it (Frigate cannot escort to cancel a submarines blockade square). These actions will only effect civilizations that your country is at war with (even the privateers just to keep it simple).
Now if you desperately need a supply of X and your enemy has filled the oceans with unseen submarines what do you do? Build a chain of battleships through the ocean where they will be vulnerable to attack? Or send out fleets of speedy Destroyers to find and eliminate the subs?
A few last things. For this tactic to be usable throughout the later stage of the game the ability of an Airport to supply a trade link would have to be taken away, unless anyone can think of a simple tidy solution to that problem. Also the player would need more feedback i.e. when a unit performs one of these new actions their area of effect remains visible to their owner at all times, and perhaps a message from one of your advisors telling you that your blockade has cut the supply of X.
Secondly I suggest this change to make tactical advantages to the game, which may well be especially appreciated when there are human opponents to face, not because I can give any real world justification for these alterations. If anyone can come up with any plausible reasons then tack those on below. Also all values are suggested to illustrate the point
So here is a question, why build a navy at all? The obvious answer is to transport units over water. If that is all they are useful for then naval strategy in the game is very week, after all there are no resources in the game that appear in ocean squares that a navy could seize hold of. The only tactical advantage that can be gained by a navy is attempting to blockade every single enemy port to block their trade routes. This is very difficult to do and it seems impossible to tell if you have succeeded. So here are the suggested changes.
First some basic changes to the defence factor of water tiles. Coast 50%, Sea 20%, Ocean 0%. Then increase all ships attacks by 40%. These changes should make no difference to battles in coastal regions, however attacks become much deadlier in the sea and extremely lethal in the ocean.
I will use the later game in this example but the tactic could be applied to Frigates and Privateers.
Now increase the Destroyers speed by 3.
This is the big change. Give a new ability to submarines ”Blockade”. When a submarine is blockading it not only stops trade in the square it occupies but also in a city shaped perimeter around it (privateers could be every square around it). Give a new ability to Battleships “Escort”. When a battleship escorts it cancels the effect of any Blockade in every square around it (Frigate cannot escort to cancel a submarines blockade square). These actions will only effect civilizations that your country is at war with (even the privateers just to keep it simple).
Now if you desperately need a supply of X and your enemy has filled the oceans with unseen submarines what do you do? Build a chain of battleships through the ocean where they will be vulnerable to attack? Or send out fleets of speedy Destroyers to find and eliminate the subs?
A few last things. For this tactic to be usable throughout the later stage of the game the ability of an Airport to supply a trade link would have to be taken away, unless anyone can think of a simple tidy solution to that problem. Also the player would need more feedback i.e. when a unit performs one of these new actions their area of effect remains visible to their owner at all times, and perhaps a message from one of your advisors telling you that your blockade has cut the supply of X.
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