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Eagle Scream
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Make them 100 turns to build and no shorter than 10 turns per square no matter how many workers you have working the site. That way you can have ships move across continents to lakes etc or move from one body of water to another even when there is a two spaces wide spot of land in the way.
When a canal is built on a piece of land that land cannot be pillaged (unless hit by a nuclear device). However the locks can be damaged instead. This would mean the canal cannot be used until fixed by workers (another 100 turns to remove and fix the damaged locks).
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alms66
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Louisiana
Oct 1999 time: 23:36
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Not exactly a new idea, but a good one nonetheless.
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Max Sinister
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100 turns, but shortable to 10? OK, cutting a jungle costs, how much, 24 turns? If you accept the latter the first doesn't sound that bad, too.
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trev
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Adelaide, Australia
Feb 2003 time: 15:06
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I do not believe that there can be a benefit comparable to the cost you are proposing and therefore it would be an unused gimmick. Any idea with a high cost must give a large benefit to be usable
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Eagle Scream
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The idea itself is a good one, and as you said it is expensive however it is worth it who play 'centuries' beyond when the game score is done. I love to play HUGE worlds with continents and get into huge wars at the hardest level where it takes 100 years to take just one city (and where more nucs are used in the game then exist in the real world :P). So when you have over 200 battleships alone, having the ability to build a PANAMA canal or SUEZ canal becomes a very very valuable tool when at war and having to move your forces between your strategic cities (which of course are far away from each other).
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Naokaukodem
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Heavy navy can't pass through normal canals.
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