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Thread: Navies and ships

  1. #1
    Robber Baron Member Brutus's Avatar
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    Default Navies and ships

    Hi,

    Does anybody know if it matters at all what kind of ships you use in a navy? I mean, is it just about having as many men (and thus as many large ships) as possible, or is a good mix, ranging between Bireme, Trireme, Quinqereme, Corvus Quinqereme and Decere more likely to succeed?

    I was just wondering as it doesn't seem to me that having enormous navies of Quinqeremes actually has the awesome force to destroy other navies as I had expected.

    Thanks.

  2. #2
    Emperor Siris Member Siris's Avatar
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    Default Re: Navies and ships

    When the A.I. sends a full 20 unit stack of Briemes against your four Quintremes, your Quintremes will generally lose, at least that is what's happened to mine.

    But whenever I've built massive navies of 10 Quintremes or more, they seem unstoppable, at least until they've won so many battles that they've lost enough men to be weak.

    I dont think that having a mix would help any, but it would give you more numbers from less amount of time to construct than a Quintreme, & less money/upkeep.

  3. #3
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Navies and ships

    I think base value of stats is a factor also. Even though naval battles are a bit biased towards the A.I. even on norm diff, when I put a bireme with lots of exp against a quingreme it will more likely lose but a quingreme versus a highly experienced bireme usually wins.

    Also biremes take heavy casualties even if they do win against higher class ships. So all in all the higher the class of ship the longer it will last.

    Biremes with 80 men may last on average 4 turns. Quingremes on average seem at times to last forever.
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  4. #4

    Default Re: Navies and ships

    In the middle/late game, just build quinqiremes. But by then, you'll probably have sea supremacy anyway by virtue of having wiped out most of the strongest faction's fleets.

  5. #5
    The Idle Inquisitor Member rebelscum's Avatar
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    Default Re: Navies and ships

    The naval side of the game is underdeveloped, I never really bother too much about it.
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  6. #6
    Praefectus Fabrum Senior Member Anime BlackJack Champion, Flash Poker Champion, Word Up Champion, Shape Game Champion, Snake Shooter Champion, Fishwater Challenge Champion, Rocket Racer MX Champion, Jukebox Hero Champion, My House Is Bigger Than Your House Champion, Funky Pong Champion, Cutie Quake Champion, Fling The Cow Champion, Tiger Punch Champion, Virus Champion, Solitaire Champion, Worm Race Champion, Rope Walker Champion, Penguin Pass Champion, Skate Park Champion, Watch Out Champion, Lawn Pac Champion, Weapons Of Mass Destruction Champion, Skate Boarder Champion, Lane Bowling Champion, Bugz Champion, Makai Grand Prix 2 Champion, White Van Man Champion, Parachute Panic Champion, BlackJack Champion, Stans Ski Jumping Champion, Smaugs Treasure Champion, Sofa Longjump Champion Seamus Fermanagh's Avatar
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    Default Re: Navies and ships

    Underdeveloped, I agree.

    I understand why we can't fight our own naval battles -- we'd need an entirely new battle package for it (much memory/processor/cost), but I do wish the auto-resolve was a bit better developed.

    Historically, some navies were known for small ships and ramming tactics (Rhodes) whereas others faired better with quinq's and lots of marines (Rome). Naval stuff as coded now seems mostly an exercise in economic power with little chance for the underdog to even the odds.

    Seamus
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  7. #7
    Member Member Maedhros's Avatar
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    Default Re: Navies and ships

    I can't imagine it would be taht involved. I have been playing a game that plays in the same style as Total War. "Imperial Glory" and this game has made naval war a part of the game.

    Very well too, the ships turn a bit too quick and it's too easy to retreat by accidentally going near the edge of the map. This game has pulled it off.

    The imagery of ships engaging each other on rivers, canals and the sea would be spectacular. A whole new arena for the above mentioned differences in ramming vs boarding tactics employed by the naval powers of the time.

    Oh the lovely options for city assaults.
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  8. #8
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: Navies and ships

    It's probably best there are no sea battles in RTW. Considering the ineptitude the AI suffers from in the main land battles, do we really need another area for the AI to make a complete mess of?
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  9. #9
    Emperor Siris Member Siris's Avatar
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    Default Re: Navies and ships

    Quote Originally Posted by rebelscum
    The naval side of the game is underdeveloped, I never really bother too much about it.
    Same; why focus your efforts on sea, when you can simply march upon their lands right to their capital themselves?

    Of course some people like constricting their enemies supplies & economy, blockading their ports, etc, but I never bother with it, I instead just craft my newest & most powerful army, march on their cities, its fun.

  10. #10
    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: Navies and ships

    Yes, but
    (1) to bring your army to their cities securely you often need a fleet and
    (2) while protecting your coasts from other invasions it pays to have some more (fleets, not armies, that is).
    Playing Carthage without naval domination of the Western med is like removing all teeth from a dog and letting it guard an area nevertheless ....okay sounds a bit weird but maybe you get me.
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  11. #11
    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: Navies and ships

    [heh? did I submit two identical posts? nevermind...]

    I am missing the "delete post" button
    Last edited by Deus ret.; 09-06-2005 at 19:02.
    Vexilla Regis prodeunt Inferni.

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