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Ferrus Animus

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Sep 16, 2019
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Planetfalls water sectors got a number of rebalances and they are a valid option to take.

From what we know right now I think fisheries are a valid option to take for a city.

What I want is maybe more interactions and I am hoping for stuff like aquatic ancient wonders.
Have a "Spire of the Sunken City" that allos one to raise the surrounding terrain from the ocean floor including ruins that make building up a new city there faster.
Have resource rich islands.
And such.

I just had the maximum dumb idea: Late game enchantment that makes boats into flying units.

The balance would be a disaster. But it would be so cool.

As said upthread AoW1 allowed that.

Also at launch the "The Wild Hunt" Arch Druid spell in AoW3 had no restriction excluding machines and aquatic units from its effect. As such ships and Krakens got floating and could go on land. It was quickly patched.
 
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Iguanaonastick

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Planetfalls water sectors got a number of rebalances and they are a valid option to take.

Were they?

The economic bonuses were pretty well balanced, but because sectors also let you get roads and connect territories, I always found it very hard to justify claiming a water sector that did not have a Cosmite Node.

Claiming a land sector would help move my troops, and that always seemed more important.
 
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Ferrus Animus

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Sep 16, 2019
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Were they?

The economic bonuses were pretty well balanced, but because sectors also let you get roads and connect territories, I always found it very hard to justify claiming a water sector that did not have a Cosmite Node.

Claiming a land sector would help move my troops, and that always seemed more important.

Yes, they were valid. Not overwhelmingly good.

You consider logisitics to be important and took land sectors which were better for easing movement. Valid pick.
Water sectors do provide a nice amount of resource income, and can increase even the output of other types of sectors, making them good fir resource production. Also they were nerfed because they were originally too good at resource output.
 
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GloatingSwine

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Were they?

The economic bonuses were pretty well balanced, but because sectors also let you get roads and connect territories, I always found it very hard to justify claiming a water sector that did not have a Cosmite Node.

Claiming a land sector would help move my troops, and that always seemed more important.

You can just plop down a forward base to road up if you want.

If you want to push a city for food or energy then you can use water sectors to get more of those things than an off-specialisation land sector would have given.
 
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Evernex

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I don't think I ever looked at navy in Endless Legend, but I definitely like Civ's naval game.

Here's the thing though: Compared to Planetfall, Civ has several key differences.
  • Navy can attack coastal cities
  • Ranged navy can use artillery to support land engagements
  • Several late-game naval units have unique abilities to further assist in land combat by projecting power
  • A deeper roster of naval units to work with
  • Embarked land units don't stand a chance against dedicated naval units
The first four are the important ones in my mind. If those weren't true, then navy would be boring, and the last one would just be punishing players for not engaging with a boring system. But because they are true, navy has tactical depth and relevance, and that 5th item makes it mandatory to have a navy if you want to work with water.

As far as I am aware, none of those items are true in Age of Wonders 3 or Planetfall.
If a navy is implemented, which I agree would be a great future addition - one way to implement point 2/3 would be through projection of a battlefield enchantment from a nearby naval ship - with higher tier ships having a large projection area and more options. This naval ship could then have an effect on friendly war engagements - such as bombardment with explosive projectiles every other turn, firing nets onto the battlefield, launching skeleton reinforcements through a bone cannon , bombarding the battlefield with an anti magic substance, etc.
 
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Vibromaster

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Found it!
2C9F411D-FC60-4607-932B-720F2A2A2F57.jpeg
 
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Guilu

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This won't necessarily go down well in a thread full of suggestions of how to make naval gameplay better but:

I would prefer if there was the least possible amount of naval gameplay present. Toss out the mermaids and the krakens. Don't have treasure sites off the coast. If two armies must fight over water, have them set down on a conveniently placed island or beach. I've played so many of these games, and in so very few of them was I glad that naval gameplay was present. Civ 5 is probably the only one - and no that one cool map from Planetfall doesn't save it.
There's just so much effort going into it and I know that in the end I'm going to pick map generation options like "Pangaea" or "Dune Seas" so that my game can be free of damnable water. And I know I'm not the only one either. So please don't divest development time into making beautiful culturally-appropriate galleons that I'll never use or see.

PS: If Krakens are so cool that they must be in the game, let them walk the earth among us dry people. Maybe more slowly than regular units. Don't confine them to the dark corners of the game where we'll miss them through no fault of theirs.
 
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Newbee53

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This won't necessarily go down well in a thread full of suggestions of how to make naval gameplay better but:

I would prefer if there was the least possible amount of naval gameplay present. Toss out the mermaids and the krakens. Don't have treasure sites off the coast. If two armies must fight over water, have them set down on a conveniently placed island or beach. I've played so many of these games, and in so very few of them was I glad that naval gameplay was present. Civ 5 is probably the only one - and no that one cool map from Planetfall doesn't save it.
There's just so much effort going into it and I know that in the end I'm going to pick map generation options like "Pangaea" or "Dune Seas" so that my game can be free of damnable water. And I know I'm not the only one either. So please don't divest development time into making beautiful culturally-appropriate galleons that I'll never use or see.

PS: If Krakens are so cool that they must be in the game, let them walk the earth among us dry people. Maybe more slowly than regular units. Don't confine them to the dark corners of the game where we'll miss them through no fault of theirs.
I can understand this. Navel combat that is just 'Ok' probably will just be ignored by me. Even games with good navel combat generally doesn't have me fighting on the ocean if I can help it.

On the other hand, if it is really good I'd love to have navel combat in the game. I might not use it much, but in AOW3 I was kind of surprised to find I could build boats, and I kept forgetting they were in planetfall until they showed up in the tech tree. In this way, it would be nice to have the option if there was a time to do it.

For me I think going the same way Civ does it would be best, ships that mirror the combat roles of the unites. Maybe a special role like ‘can capture ships’ version that makes money when attacking to replace support unites.
 

Uriak

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Mar 13, 2023
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Honestly, PF water units aren't bad tactically. They mostly suffer from a couple things : less of them in general so you don't meet as many variations. And of course a good naval stack will clean up neutral monsters spots and then won't be too useful. It's not a super high cost, of course, - and there is something that could be said about slashing their cost while they are arguiably larger and more powerful than land units, which causes a bit of dissonance - but kitted and leveled up units won't find their use later in the game.

But in tactical combat ? they have as many interesting abilities as other in general, and those are pretty different from faction to faction.
I guess in the end for a half adventuring/half city fighting game it's difficult to give navies the important role they can have in larger scope strategy games.
 
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SharkWolf

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Honestly, PF water units aren't bad tactically. They mostly suffer from a couple things : less of them in general so you don't meet as many variations. And of course a good naval stack will clean up neutral monsters spots and then won't be too useful. It's not a super high cost, of course, - and there is something that could be said about slashing their cost while they are arguiably larger and more powerful than land units, which causes a bit of dissonance - but kitted and leveled up units won't find their use later in the game.

But in tactical combat ? they have as many interesting abilities as other in general, and those are pretty different from faction to faction.
I guess in the end for a half adventuring/half city fighting game it's difficult to give navies the important role they can have in larger scope strategy games.
I remember playing a lot of Civ V and Beyond Earth(Criminally underrated game) and those games were a lot more favorable to naval combat.

Beyond Earth (with Rising Tide) let you START on the ocean with floating cities. Mind you, the Ocean had a lot of unique resources in that game and there were several "ocean only" buildings that helped alot. Secondly, aquatic cities could MOVE to grow their borders and acquire new resources (although quite slowly). I remember many a game where I would start as a naval civ and focus only on building naval cities. Since I focused heavily into air and naval power all of those "drylanders" could never touch me whilst I was free to ravage them with Coastal and Aeiral bombardment.
 
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noblehunter

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If we get serious content for aquatic gameplay, I would prefer it be in DLC than in the base game. It needs focused attention that I don't think is possible in the base game
 

Ericridge

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Reasons why ships suck in all age of wonders games I've played.

1: ships can't capture cities.
2: ships can't support land battles through bombardment.
3: players don't become rich through sea trade because there is no trade.
4: ships can't support land units capturing cities.

Reasons why ships is good in age of wonder games.

1: they can clear sea nodes.
2: they can and will slaughter an transport fleet.

In games like civ5, you build the ships to explore the world. No buts about it. It's a goddamn necessary. Then they help protect your cities from being captured to help support your land cities and capture coastal cities. If your city is close enough to be bombarded in up to 4 hex range then ships can support. Well for 4 hex, you'll need battleships with +1 range promotion and for 3 hex you'll need regular battleships or frigates with +1 range promotion then for cities in 2 hex range you'll just need regular battleships and frigates.

Now I suspect the reason is because devs don't want to design two types of cities, an inland city and a coastal city and then have various upgrades be accounted for such as coastal fortress. Etc.

Why do that when you could just design an inland city and then make them immortal to naval units and call it a day.
 

Ferrus Animus

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Sep 16, 2019
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Unless I completely misremember AoW1 had procedurally generated maps, that took the terrain of the comabt hex and the 6 surrounding ones and made that the battle map.
That meant you had rivers and coasts and water tales on the battlefield and ships on them could participate.

It didn't happen that often and had the sometimes frustration that ship or land units couldn't or wouldn't reach each other, but it was fun.
 

Holiness

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Unless I completely misremember AoW1 had procedurally generated maps, that took the terrain of the comabt hex and the 6 surrounding ones and made that the battle map.
That meant you had rivers and coasts and water tales on the battlefield and ships on them could participate.

It didn't happen that often and had the sometimes frustration that ship or land units couldn't or wouldn't reach each other, but it was fun.
Well, the reinforcement range we seen could easily reach stacks in the ocean... I wonder how they handle that.