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MrBaggins
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Your poll needs... bananas.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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I think something like you describe would be great for a modder or for scnearios. It seems pretty complicated to me to get a map generator to do such things, IMHO, though I really have no idea what it requires.
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Optimizer
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Stockholm
Feb 2001 time: 06:33
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The point of forbidding a ship to cross an isthmus through a city is to prevent the player from creating a Panama or Suez canal in the early game. Human players are usually better at using this technique to their advantage.
It wouldn't be too hard for a map editor to include straits - just make a map the usual way and add straits at random places where two landmasses are just one water tile from each other.
Last edited by Optimizer on 25-02-2004 at 22:30
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H Tower
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Leonardo Divinci dreamed of airplanes back in the middle ages, that doesn't mean there should be an airplane unit when you discover invention. You can plan lots of stuff but it isn't always feasible.
Bridges of this size would only be realistically available in the late game, so who really cares?
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grap1705
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I think Canals are definitely a good idea as terrain improvement. And if we take the Panama example, not only through flat terrain. But then, if through hills, much more costly to build of course.
The strait thing, I am more reserved about. First because land units in real world can only cross them by building boats. So why should it be different here?
But building underwater tunnels or bridges over straits should definitely be possible. This could be limited to shallow water of course, and would mean workers can go over shallow water, if only when ordered to build a bridge or tunnel. Making this a terrain improvement reserved for shallow waters, I don't think any other limit should be put. Being a costly imrpovement, it's then our problem to decide to invest in a 20 square long bridge or tunnel or rather have a ferry.
But as roads, they could vehicle power supply (see thread on energy: a strategic national issue).
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:33
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quote: Originally posted by grap1705
I think Canals are definitely a good idea as terrain improvement. And if we take the Panama example, not only through flat terrain. But then, if through hills, much more costly to build of course.
The strait thing, I am more reserved about. First because land units in real world can only cross them by building boats. So why should it be different here?
But building underwater tunnels or bridges over straits should definitely be possible. This could be limited to shallow water of course, and would mean workers can go over shallow water, if only when ordered to build a bridge or tunnel. Making this a terrain improvement reserved for shallow waters, I don't think any other limit should be put. Being a costly imrpovement, it's then our problem to decide to invest in a 20 square long bridge or tunnel or rather have a ferry.
But as roads, they could vehicle power supply (see thread on energy: a strategic national issue). |
hi ,
, as long as tunnels and bridges comes with a tech , and there should be risks with it , a tunnel can flood due to an volcano erruption , etc , .... there should be a max of tiles to be set true the editor and we should be able to decide to have them ingame or not , ....
have a nice day 
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Ajan
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canals would be an awesome edition to civ 4...as long as they are simple and basic.
it would be a modern terrain improvement, and a worker would build it in 1 or 2 consecutive terrain tiles. land units would travel across it as if it wasn't there, ships could go through it as if it was all water. basic and simple.
no straits though. too complicated.
bridges would be nice though...
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Max Sinister
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Hmm, how long is the longest canal in the world that a battleship can pass? I don't know, but the Soviets built a lot of canals in Russia (which still should be there). OK, these do mostly connect rivers, and battleships can't go above land tiles with rivers, too...
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Lord_Davinator
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Kathmandu
Nov 2000 time: 11:03
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we can do it!
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Robovski
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It would be nice if major rivers could be navigable - and would tie in the the proposed canals.
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Silpy
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The USA's European Colony
Sep 2002 time: 05:33
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What about the ability to dredge rivers? Now that, I would like! Of course, there should be a limit to how far upstream you could dredge, and it could be blocked for big ships like Carriers and Battleships, but usable by Subs and Transports. All cities that have a dreged river can build naval units that can use the river. Oh, you can not dredge above a hill. No Vienna building Subs!
Large bridges? Perhaps. As long as they quite limited (2 tile max?), cost a hell to build, and easily destroyable.
What about polders? I feel that they should be v. limited where you could do it. No creating continants out of Fiji!
Canals, yes. But they should be limited to a couple of tiles max. Perhaps they could be used to create a water network in your civ (along with dreged rivers). It could make you less dependant on rail for transport. Again, they must be v. expensive to build.
And finally, Canals were not on Civ II.
Postrcript. Idea of bridge on massive map briging over 2 tiles of water. Obvously, scaled down for smaller maps.
Last edited by Silpy on 08-07-2004 at 15:09
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Max Sinister
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2 tile bridges? Then we need bigger maps. How long would be such a bridge IRL? 200 miles?!
Polders are good. They should take some time to create, and you could make them only in coast tiles. And if they'd include catastrophies, they could be destroyed very easily.
(In WW2, the Germans destroyed many dikes in Holland, and big parts were flooded. Another idea, since we're talking about Holland: When germany attacked the Dutch 1940, some people suggested to break some dikes and by this way to seperate the most important Dutch cities from the continent (they'd be on an island, after the land was flooded, which would be difficult or impossible to conquer)
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