Lemur
09-25-2004, 20:06
I haven't noticed anyone else giving the naval aspect of RTW a good going-over, so let's have a gander:
Trade
Settlements have no sea trade unless they have ports. Each port upgrade yields one sea trade route and one naval unit. A basic port yields a bireme and one route; a dockyard offers two trade routes and a trireme. I haven't built the third upgrade yet, but I would suspect that it yields three trade routes and a quadreme. But this is just speculation on my part -- can anyone confirm?
The AI handles sea trade, connecting trade goods (which are visible on the strategic map) to population centers without any player input. Little lines in the ocean indicate the routes, with itty-bitty boats plying their trade. I hope that CA will let us know someday how the trade routes are selected.
Movement and Visibility
Moving your boats closely mimics the pattern with land-based units -- a green swathe indicates how far you can move in one turn. A smaller, brighter area indicates how far the unit (and you) can see. Since boats can go pretty far in one turn, you often send the boats packing into a darkened area of unkown. This becomes a real yacht-wrecking problem because of the zones of control (ZOC, if you don't mind an acronym).
Each boat maintains a small ZOC around itself. Neutral and enemy ships will quickly come to a halt in this zone, and must either stop, attack or try to route around. Where this becomes a major pain in the rudder is when you send a fleet traipsing off into the big blue yonder, and it wastes its entire turn butting up against a single neutral boat. Water, water everywhere, but your fleet is incapable of going around anything it didn't see initially. And since there is no undo on the strategic map, this means that you either reload from the auto-save when necessary, or you move to the edge of visibility, and then move again.
Another interesting side-effect of the ZOC is floating gridlock -- I ran into this when the Senate ordered that a Greek port be blocaded. No problem, I thought, since I'd already beat the Greek fleets with a super-sized whuppin' stick. Little did I know that the sea was full of Spartan ships, floating about sort of aimlessly. Before you know it, my two fleets were mixed in with their log-jam of biremes, and the entire western coast of Greece ground to a halt. Almost nobody could move. It took four turns (two years) for the ships to extricate themselves. I'm not entirely clear on the realism factor involved in that.
In even simple situations you can find yourself boxed in by the ZOC issue -- a single neutral boat off your bow when you're up against the coast can paralyze your fleet for as long as the AI wants to leave that boat parked and in neutral. The only immediate way out is to declare war by attacking the neutral boat, which doesn't seem like a great way to handle traffic control.
Combat
As with movement, combat closely parallels the land-based system. You right-click to attack, and any allied boats sitting close enough act as reinforcements. The main difference is that all battles are auto-calc'd.
The number of boats you bring to the fight seems to be irrelevant -- what matters is the number of sailors. Two boats with twelve guys will get sunk by a trireme with 60 seamen. You also get an after-action report which tells you how many boats were sunk by whom, and what kind of victory/defeat it was. However, it doesn't tell you the only thing that matters, which is how many sailors got offed. This seems a little weird to me.
I also have not figured out how to retrain boats -- if anybody has figured this one out, please share.
That's all I can think of at the moment. Please correct/expand/expound on any and all RTW naval issues. Let's see how much info we can piece together!
Trade
Settlements have no sea trade unless they have ports. Each port upgrade yields one sea trade route and one naval unit. A basic port yields a bireme and one route; a dockyard offers two trade routes and a trireme. I haven't built the third upgrade yet, but I would suspect that it yields three trade routes and a quadreme. But this is just speculation on my part -- can anyone confirm?
The AI handles sea trade, connecting trade goods (which are visible on the strategic map) to population centers without any player input. Little lines in the ocean indicate the routes, with itty-bitty boats plying their trade. I hope that CA will let us know someday how the trade routes are selected.
Movement and Visibility
Moving your boats closely mimics the pattern with land-based units -- a green swathe indicates how far you can move in one turn. A smaller, brighter area indicates how far the unit (and you) can see. Since boats can go pretty far in one turn, you often send the boats packing into a darkened area of unkown. This becomes a real yacht-wrecking problem because of the zones of control (ZOC, if you don't mind an acronym).
Each boat maintains a small ZOC around itself. Neutral and enemy ships will quickly come to a halt in this zone, and must either stop, attack or try to route around. Where this becomes a major pain in the rudder is when you send a fleet traipsing off into the big blue yonder, and it wastes its entire turn butting up against a single neutral boat. Water, water everywhere, but your fleet is incapable of going around anything it didn't see initially. And since there is no undo on the strategic map, this means that you either reload from the auto-save when necessary, or you move to the edge of visibility, and then move again.
Another interesting side-effect of the ZOC is floating gridlock -- I ran into this when the Senate ordered that a Greek port be blocaded. No problem, I thought, since I'd already beat the Greek fleets with a super-sized whuppin' stick. Little did I know that the sea was full of Spartan ships, floating about sort of aimlessly. Before you know it, my two fleets were mixed in with their log-jam of biremes, and the entire western coast of Greece ground to a halt. Almost nobody could move. It took four turns (two years) for the ships to extricate themselves. I'm not entirely clear on the realism factor involved in that.
In even simple situations you can find yourself boxed in by the ZOC issue -- a single neutral boat off your bow when you're up against the coast can paralyze your fleet for as long as the AI wants to leave that boat parked and in neutral. The only immediate way out is to declare war by attacking the neutral boat, which doesn't seem like a great way to handle traffic control.
Combat
As with movement, combat closely parallels the land-based system. You right-click to attack, and any allied boats sitting close enough act as reinforcements. The main difference is that all battles are auto-calc'd.
The number of boats you bring to the fight seems to be irrelevant -- what matters is the number of sailors. Two boats with twelve guys will get sunk by a trireme with 60 seamen. You also get an after-action report which tells you how many boats were sunk by whom, and what kind of victory/defeat it was. However, it doesn't tell you the only thing that matters, which is how many sailors got offed. This seems a little weird to me.
I also have not figured out how to retrain boats -- if anybody has figured this one out, please share.
That's all I can think of at the moment. Please correct/expand/expound on any and all RTW naval issues. Let's see how much info we can piece together!