Better naval gameplay ideas!

  1. Add more “water terrain” types, such as storm waters that damage ships, and currents that allow them to move faster. Make land units and warships move slower in shallow waters.
  2. Add driftwood and coral tiles that allow to mine wood and stone respectively. Allow Fishing Ships to gather wood from reeds along the shore.
  3. Allow Fishing Ships to repair ships.
  4. Allow Villagers and Fishing Ships to build Sea Towers, Sea Walls and Sea Gates on beaches and shallow waters.
  5. Invert the illogical triangle! Hulks are armored so they should be resistant to Galleys, but vulnerable to Fire Ships!
  6. Change the Hulk’s attack animation from throwing hooks into ramming like in Chronicles (dedicated naval rams weren’t used anymore, but ramming enemy ships as a tactic never died!)
  7. Move some naval techs from University to Blacksmith.
  8. Split individual ship upgrades again and either enlarge the UI in order to fit them or move them to the Sea Tower.
  9. Allow Sea Towers to train monkships (“Corsair Ship”?) that throw hooks to convert but are very low HP so you need a lot of them to convert enemy vessels. (Maybe half pop like the Karambit?)
6 Likes

more options for map creators is always good. I don’t think these should be added to existing maps. more maps is also always good

meh, probably quite minor

no. this is a massive change. do you want tower rushes on water?

because that’s what this would probably lead to.

just revert to the old water balance. the new water triangle changed a lot while fixing nothing.

eww

1 Like

That’s what an option to load a previous patch should be for :frowning:

Good point, maybe only on beaches and shallow waters then, and/or limit the number of how many can be built.

i think that the water rework was just generally bad, and made the game worse. but yeah, we agree that loading old patches/data sets should be an option

water is already very snowbally, being able to then fortify the water would make comebacks on water completely impossible.

Wouldn’t water fortifications help against snowballing?

There’s also an option of having two types of the Dock like Chronicles (requires more UI space tho)

my concern is this: someone gets to feudal a bit faster, wins water. then builds a tower or two next to the opponent’s dock.

Perhaps they could be built only within X tiles of own buildings

It still wouldn’t make sense for fire ships to resist ranged attacks

Or remove fireships from all civs but Byzantines, and give the hulk its old role. Only Byzantines ever had these, and they were strong.

Byzantines are really funny because fire ships and dromons, which realistically should be unique to them, are shared units, and their one UU is something extremely generic that would probably have been a better generic heavy cav than the Knight.

2 Likes

A lot of these ideas read to me like “turn water into land but different.”

My idea is to

  1. Make warships actually ship sized
  2. Require warships to be crewed in order to move, and more crew to attack.
  3. Make some units better at sea and worse on land.
  4. Add a boarding mechanic (to be occasionally used).
  5. Finally, make fishing ships require a villager to perform work.

The goal is to make water play another layer of land play instead of a poor excuse of an alternative to it.

1 Like

1234 look good Idea need more change for sea war

1 Like

Maybe let it stay common but rework it to resemble the Chronicles variant (Lembos), where it just throws pots of hot oil instead of Greek Fire?

I’m afraid going this deep would actually discourage from going naval, not encourage. Maybe some civs could receive a bonus that allow Villagers to board Fishing Ships in order to speed them up, and military units to board warships to make them better, but I don’t think it should be common.