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Platypus Rex is offline Platypus Rex

King
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Sep 2002
time: 21:37
  Old Post 24-06-2005 22:13 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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so I guess any ship unit currently in the game will fit through the canal...right?

How would one mod the cost of passing through the canal ?

or would it just be a ROP thing

Illuminatiscott is offline Illuminatiscott
Settler

Jun 2005
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  Old Post 26-06-2005 00:57 Visit Illuminatiscott's homepage!
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I would say, that to deterr potential making of the entire continent into a canal, the cost of upkeep for a canal should grow exponentially with its length, thusly
Tile...upkeep
1.........1
2.........2
3.........4
4.........8
5.........16
6.........32
ETC...
You could make the cost higher in later ages, so that the increased economy wont allow you to build more canals

Provost Harrison is offline Provost Harrison
Emperor
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Feb 2000
time: 05:37
  Old Post 26-06-2005 02:50
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They should be pretty expensive to maintain/construct and only constructable for 1 (maybe 2) tile(s) and be within your territory, perhaps only have one square and only allow connecting water to cities...

Dauphin is offline Dauphin
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Jan 1970
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  Old Post 26-06-2005 02:57
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quote:
Originally posted by MrFun


The ancient Chinese built several canals to link different river systems. Canal technology is not as advanced as some people think it is.


Further. Many industrial revolution technologies were not very advanced, they just didn't previously have the socio-economic impetus to be developed further. The workable concept of the steam engine has been around for millennia, but without any use for it it was not developed properly until the late 18th Century.

Illuminatiscott is offline Illuminatiscott
Settler

Jun 2005
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  Old Post 26-06-2005 08:39 Visit Illuminatiscott's homepage!
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By the way, the grand canal of china is nearly 600 miles long (ca. 800 km). It was constructed in the 500-600 CE range, i think.

Illuminatiscott is offline Illuminatiscott
Settler

Jun 2005
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  Old Post 30-06-2005 16:51 Visit Illuminatiscott's homepage!
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and lets maybe go back to the gameplay implications of canals; we're slipping into real-world coversation

DerSchwarzfalke is offline DerSchwarzfalke
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Jul 2002
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If ships cannot navigate rivers, I do not see the point of canals. Most historical canals were used to link rivers to other rivers or rivers to the sea. If there were at least minimal river navigation in the game -- which, judging by the screenshots, there will not be -- canals would make more sense, imo.

Platypus Rex is offline Platypus Rex

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quote:
Originally posted by Illuminatiscott
and lets maybe go back to the gameplay implications of canals; we're slipping into real-world coversation


I cant tell the difference

that is why there is CivAnon

Vince278 is offline Vince278
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Dec 2002
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  Old Post 01-07-2005 12:02
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quote:
Originally posted by Platypus Rex
that is why there is CivAnon


I'd almost forgotten about that.

sophist is offline sophist
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Nov 2001
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  Old Post 01-07-2005 18:02
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quote:
Originally posted by DerSchwarzfalke
If ships cannot navigate rivers, I do not see the point of canals. Most historical canals were used to link rivers to other rivers or rivers to the sea. If there were at least minimal river navigation in the game -- which, judging by the screenshots, there will not be -- canals would make more sense, imo.

I agree. If you have one, you should have the other. One way I was thinking that navigable rivers could work is that they just reduce the area and productivity of a tile by 1/2. No benefit should be without its cost, after all.

Straybow is offline Straybow
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Jan 1970
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  Old Post 03-07-2005 05:48 Visit Straybow's homepage!
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No, tiles are huge. The mouth of the Amazon is nearly 20 miles wide, but that would only be a small fraction of a tile on almost any map.

As shown in the other thread, China's Grand Canal is what is properly termed a goods canal. Seagoing ships can't use it, goods must be loaded onto dedicated canal vessels. Likewise the Erie Canal, the canal network in England, etc. This is really no different from roads since they can't handle the huge loads that rail can move.

Shipping canals are very difficult to construct and maintain. The Panama Canal requires about the same amount of maintainance excavation and dredging every year as the original construction. (Of course, the Ditch has been expanded and widened a couple times since then, and now handles far more traffic than the original design.)

So, perhaps if someone wants a through canal they should have to permanantly station Engineers sufficient to build the canal over x number of turns.

[Edit: spelling... what, was I asleep at the keyboard or somethin'?]

Last edited by Straybow on 03-07-2005 at 22:17

sophist is offline sophist
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Nov 2001
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  Old Post 03-07-2005 08:41
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quote:
Originally posted by Straybow
No, tiles are huge. The mouth of the Amazon is nearly 20 miles wide, but that would only be a small fraction of a tile on almost any map.


I know it's unrealistic; I suggested that as a way to attach a cost that was less intrusive than others I have seen.

quote:
Originally posted by Straybow
So, perhaps if someone wants a through canal they should have to permanantly station Engineers sufficient to build the canal over x number of turns.


I think that's a little inelegant. Your point about maintenance is an important one, though. On the other hand, irrigation systems and mines and roads and railroads all require maintenance as well, but civ doesn't model that.

MrFun is offline MrFun
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Nov 2000
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  Old Post 03-07-2005 10:35 Visit MrFun's homepage!
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quote:
Originally posted by Dauphin


Further. Many industrial revolution technologies were not very advanced, they just didn't previously have the socio-economic impetus to be developed further. The workable concept of the steam engine has been around for millennia, but without any use for it it was not developed properly until the late 18th Century.



. . . . . . . and doesn't change the simple fact that canals have been technologically possible and accomplished for thousands of years.


Didn't the Romans have an ancient canal connecting the Mediterranean and Red Sea centuries before the British/French canal?? Not sure on this one -- can someone verify?

Straybow is offline Straybow
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  Old Post 04-07-2005 01:10 Visit Straybow's homepage!
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quote:
I think that's a little inelegant. Your point about maintenance is an important one, though. On the other hand, irrigation systems and mines and roads and railroads all require maintenance as well, but civ doesn't model that.

A modern road typically gets resurfaced once every 5-7 years; no comparison. Ancient roads were typically ditched and filled after the spring thaw with impressed local labor. Mines take a trivial amount of maintenance compared to the rest of operating costs. Irrigation has a high initial cost and minimal maintenance (by design they prevent erosion).

The Suez is a sea level canal through a desert. Maintenance is very low given mechanized labor. With only manual labor it would be an immense challenge. Note also, the distance crossed for both the Suez and the Panama is far less than the full width of a tile on a typical world map. Longer canals would require that much more maintenance.

sophist is offline sophist
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Nov 2001
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  Old Post 04-07-2005 01:35
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quote:
Originally posted by Straybow
quote:
I think that's a little inelegant. Your point about maintenance is an important one, though. On the other hand, irrigation systems and mines and roads and railroads all require maintenance as well, but civ doesn't model that.

A modern road typically gets resurfaced once every 5-7 years; no comparison. Ancient roads were typically ditched and filled after the spring thaw with impressed local labor. Mines take a trivial amount of maintenance compared to the rest of operating costs. Irrigation has a high initial cost and minimal maintenance (by design they prevent erosion).


I haven't worked in any coal mines or irrigation systems, so I won't disagree. Roads, though, need more than a once-over every 5-7 years. Patching, sweeping, sealing, etc. happen far more frequently, especially in more northern areas. I mean, look at the massive highway spending in any nation with a well-developed infrastructure. Some of that is new roads, but most of it is keeping up the old ones. Regardless, the degree of maintenance was less germane to my point. Improvements that require maintenance in the real world don't get in Civ games, and I think it would not be good to have one thing that broke the pattern.

Straybow is offline Straybow
Emperor
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  Old Post 04-07-2005 06:28 Visit Straybow's homepage!
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If properly constructed an asphalt road, even in the North, will last 5-7 years without significant repair. Patching is nothing in terms of expense. If properly constructed a portland cement road will need only resealing joints every 3-4 years, and surface treatment depending on climate. The problem in the Northeast US is that road construction is horribly corrupted and almost nothing gets built correctly.

Still, a full resurfacing costs about $100/foot-lane, whereas initial construction is about $500+/foot-lane, not including bridges at several times that cost. (I'm guessing costs have doubled since my schooling, I could be off a bit.)

So, if once every 5 years you resurface at ¼ the initial cost, your annualized cost is 5%, which is probably comparable to annual sealing and patching costs. Compare that to the Ditch at about 50%, and the enormously higher cost per length...

I kinda agree, though. I don't like tile improvements with maintenance, but I had proposed maintenance for airbases before (alongside the use of airbases for Airlifting). If they are improvements that are not used in bulk it can be acceptable.

Last edited by Straybow on 04-07-2005 at 06:43

Platypus Rex is offline Platypus Rex

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  Old Post 04-07-2005 15:23 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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entertaining info

so what do you know of RR maintenace Straybow?

Yarco_TW is offline Yarco_TW
Chieftain

Jul 2005
time: 05:37
  Old Post 04-07-2005 23:32
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Great China Canal Great Wonder Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by KyuuA4

Ability to make "engineers" take a land square and give it the ability for ships to go on it - to simulate the capability of a canal. In short, ability to Build a Canal.


Canal construction is OK.

My question is when it should arrive on a tech tree. Most canal-building technology is pretty recent (Erie canal, Suez, Panama), but Great Canal in China was built in 11th (?) century.

And, there can be Canal-related great wonder (Erie canal, of Great China Canal)

Yaroslav

Yarco_TW is offline Yarco_TW
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Jul 2005
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  Old Post 04-07-2005 23:41
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quote:
Originally posted by DerSchwarzfalke
If ships cannot navigate rivers, I do not see the point of canals. Most historical canals were used to link rivers to other rivers or rivers to the sea. If there were at least minimal river navigation in the game -- which, judging by the screenshots, there will not be -- canals would make more sense, imo.


The point is the same as with rivers - you get river trade. Cheaper trade. No need for mules in ancient ages.

The cost of wheat transported from Buffalo from New York by mule costed 11 times the original cost. The cost of this wheat brought by Erie Canal drastically reduced the cost, and enhanced trade. The same is true of Great Canal of China, Pharaoh canal from Nile to Red Sea, etc. All were used to transport (trade) bulk commodities, which otherwise were uneconomic to trade.

And Great Canal of China is a nice trade-related Great Wonder (like Colossus, but surviving till today).

Yaroslav

Platypus Rex is offline Platypus Rex

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what about a limiit to the number of canals built?

more canals more maintenance

and then
maybe a added costs for invading troops to move in/around ?

MrFun is offline MrFun
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I guess no one has an answer to my question.

molly bloom is offline molly bloom
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Lundenwic
Oct 2001
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  Old Post 05-07-2005 19:14
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quote:
Originally posted by MrFun




Didn't the Romans have an ancient canal connecting the Mediterranean and Red Sea centuries before the British/French canal?? Not sure on this one -- can someone verify?



The Egyptians had one connecting the Nile and the Red Sea as far as I can recall.

Yarco_TW is offline Yarco_TW
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Jul 2005
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  Old Post 05-07-2005 21:38
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quote:
Originally posted by MrFun

Didn't the Romans have an ancient canal connecting the Mediterranean and Red Sea centuries before the British/French canal?? Not sure on this one -- can someone verify?


Answer from Wikipedia says there was canal, and it Joined Nile and Red Sea (Nile joins Mediterranean, so essentially it was a canal between oceans):

Perhaps as early as the 12th Dynasty, Pharaoh Senusret III may have had a west-east canal dug through the Wadi Tumilat, joining the Nile with the Red Sea, for direct trade with Punt. Evidence nevertheless indicates its existence at least by the 13th century BC during the time of Ramesses II. It later fell into disrepair, and according to the Histories of the Greek historian Herodotus, re-excavation was undertaken about 600 BCE by Necho II, though he never completed the project. The canal was finally completed about 500 BCE by King Darius I, the Persian conqueror of Egypt. Darius commemorated his achievement on a number of granite stelae that he set up on the Nile bank, including one near Kabret, 130 kilometres from Suez.

The canal was again restored by Ptolemy II about 250 BCE. Over the next thousand years it was successively modified, destroyed, and rebuilt, until finally being put out of commission in the eighth century by the Abbasid Caliph al-Mansur.

Yarco_TW is offline Yarco_TW
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Jul 2005
time: 05:37
  Old Post 05-07-2005 22:00
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quote:
Originally posted by DerSchwarzfalke
If ships cannot navigate rivers, I do not see the point of canals. [ ... ] If there were at least minimal river navigation in the game -- which, judging by the screenshots, there will not be -- canals would make more sense, imo.


River navigation was in Civ 2 (rivers treated as roads), and was wrongly eliminated from Civ3 (remained only as trade bonus). Viking units in Russia, Spaniards on Orinoko, Parana and Amazon, all early states did use rivers for military units transportation. Why should I not have a movement bonus?

The same bonus should be for goods canals, and Chinese Grand Canal should be a wonder in economy sphere (e.g. increasing trade in all cities on the same river/canal system).

However, the main reason for canals was that untill railroad and automobile canal transportation was much cheaper, then by road, and brought more trade. Cost of transportation is not recognised in Civ, so we must eiter agree for a simple model with three modes of transportation

1) road (plus 1 trade)
2) river/canal (canal tough to build) plus 2 trade
3) railroad/road for automobile (easy to build) plus 2 trade

or go for a more complicated models with trade routes, etc. which are not now in Civ (even caravans were eliminated )

quote:
Originally posted by DerSchwarzfalke
Most historical canals were used to link rivers to other rivers or rivers to the sea.


Most, but some (Suez, Panama) were used to connect oceans. Ship canals are different from goods canals, and should be discussed separately. I would have them having cost, but also being sellable (other nations can use them for a fee), conquerable, and destroyable.

Yaroslav

Platypus Rex is offline Platypus Rex

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quote:
Originally posted by Yarco_TW


1) road (plus 1 trade)
2) river/canal (canal tough to build) plus 2 trade
3) railroad/road for automobile (easy to build) plus 2 trade

Yaroslav



anyone here with coding expereince, to tell us if this is easy,hard,impoosible to do?

I agree on caravans, especially intercepting one

sophist is offline sophist
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Nov 2001
time: 23:37
  Old Post 06-07-2005 01:47
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quote:
Originally posted by Platypus Rex

anyone here with coding expereince, to tell us if this is easy,hard,impoosible to do?



It's trivial. The issue is that these mechanisms distort and diminish the significance of trade and can be modelled in a more sensible and enjoyable way. Roads don't generate trade; they convey it. You shouldn't be able to generate trade on a road to nowhere, and a road between two metropolises should carry more trade than a road between two hamlets.

Yarco_TW is offline Yarco_TW
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Jul 2005
time: 05:37
  Old Post 06-07-2005 19:22
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quote:
Originally posted by sophist

Roads don't generate trade; they convey it. You shouldn't be able to generate trade on a road to nowhere, and a road between two metropolises should carry more trade than a road between two hamlets.


Absolutely true. But then we should bring in the concept of trade routes, which can be taxed. Then trade income will then depend on many more factors, than it depends now. And Civ3 will cease to be "turn-based Warcraft".

It will require thinking, making choices in economic policy, and so on. And computer will have to be smarter in economic theory as well.

And that would be great. Because this would mean, that with development of your economic science you should get additional advisors, buttons and options, so that you would micromanage at start and macromanage at Modern Ages.

But this theory has no support with Civ developers :-(

Yaroslav

sophist is offline sophist
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Nov 2001
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  Old Post 06-07-2005 19:48
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quote:
Originally posted by Yarco_TW

But this theory has no support with Civ developers :-(



Why do you say that? I thought it was all good.

 
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