Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > Rivers- between, not through, map squares
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
FreeChina is offline FreeChina
Chieftain
in training
Aug 1999
time: 05:12
Post  Old Post 08-12-2000 04:03 Visit FreeChina's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Rivers- between, not through, map squares Support Apolyton, buy Civilization 2

The concept of a river running through a square completely contradicts the idea of rivers as natural boundaries.
In most cases, rivers divide nations. It's unrealistic that one nation controls a river and both banks, but one side is just a narrow strip of very good land.
The idea of a river between tiles allows both bordering tiles to have the inherent benefits. Defensive bonus would be for combat across rivers.
Should be a movement penalty as well.

Psion is offline Psion
Settler
Maryland, USA
Jun 1999
time: 05:12
Thumbs up  Old Post 08-12-2000 04:28
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

This idea deserves some thought. I think I like it.

OreoFuchi is offline OreoFuchi
Settler
New York, NY
Dec 2000
time: 05:12
Post  Old Post 08-12-2000 04:49
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Full PM-box? Change here!

That's one of the best ideas I've heard, especially if borders are in Civ3.

jdlessl is offline jdlessl
Warlord
Jacksonville, USA
Mar 2000
time: 00:12
Post  Old Post 08-12-2000 04:51
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton or Terrorists Win

Good idea. Right up there with having directions for the flow of those rivers.

How would you do food production bonuses then? Just give it to the squares on both sides of the river?

--
Jared Lessl

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:12
Post  Old Post 08-12-2000 05:16
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Tired of ads?

How would you incorporate the movement bonus that rivers give?

------------------
Pax Vobis.

Ribannah is offline Ribannah
Queen
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000
time: 06:12
Thumbs down  Old Post 08-12-2000 05:24 Visit Ribannah's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Inflate your Upload Space

quote:

Originally posted by FreeChina on 12-07-2000 06:03 PM
In most cases, rivers divide nations.


Ehmm, no, this is not true, nor is it historically logical. Once a tribe discovers a river, they will naturally settle on both sides of it.

About the only time that a river ends up as a border happens after a war in which neither side was powerful enough to cross.

------------------
If you have no feet, don't walk on fire

OreoFuchi is offline OreoFuchi
Settler
New York, NY
Dec 2000
time: 05:12
Post  Old Post 08-12-2000 05:30
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

quote:

Originally posted by Big Crunch on 12-07-2000 07:16 PM
How would you incorporate the movement bonus that rivers give?




I think food and transport bonuses go to the squares on both sides.

FreeChina is offline FreeChina
Chieftain
in training
Aug 1999
time: 05:12
Post  Old Post 08-12-2000 08:17 Visit FreeChina's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Put an end to popups!

In response to the idea of one tribe taking the whole river, that's what any civ with any sense would attempt to do anyway, planting settlements on both banks up and down stream. However, if another rival were to get to the river at about the same time they would have to share.

Food, trade, and movement benefits apply to both banks. Rivers are that important in history.

Now this idea might be just for major rivers. Lesser tributaries could still stay within a tile.

Evil Capitalist is offline Evil Capitalist
King
Reconstruction commissioner
Jul 2000
time: 05:12
Thumbs up  Old Post 08-12-2000 13:26
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Tired of ads?

That has to be one of the most obvious, briulliant ideas I've heard in a long time. Why didn't any of us think of that?

People- you aren't being productive.

Diablo, Bro. of Mephisto is offline Diablo, Bro. of Mephisto
Prince
Salt Lake City, USA
Oct 2000
time: 05:12
Post  Old Post 09-12-2000 01:29
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Remove this text

Excuse me???? I've posted literally 3 different threads on this, suggesting this very topic, do some research.

I agree with this totally.

Tical_2000 is offline Tical_2000
Warlord

Oct 2000
time: 05:12
Post  Old Post 09-12-2000 02:24
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:

Originally posted by Big Crunch on 12-07-2000 07:16 PM
How would you incorporate the movement bonus that rivers give?




I say scrap the entire river-movement bonus thing. Rivers should impede the movement of ground based forces, not improve it. Anyways, what the hell happens with that? Do the troops construct canoes from nearby trees and paddle three squares up the rive in one turn??? I never truly understood that concept in Civ.

Tical_2000 is offline Tical_2000
Warlord

Oct 2000
time: 05:12
Post  Old Post 09-12-2000 02:26
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:

Originally posted by Tical_2000 on 12-08-2000 04:24 PM
I say scrap the entire river-movement bonus thing. Rivers should impede the movement of ground based forces, not improve it. Anyways, what the hell happens with that? Do the troops construct canoes from nearby trees and paddle three squares up the rive in one turn??? And how do regiments of tanks so easily swim up the river?! I never truly understood that concept in Civ.




Tical_2000 is offline Tical_2000
Warlord

Oct 2000
time: 05:12
Post  Old Post 09-12-2000 02:27
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete


what the? -- oops.

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:12
Post  Old Post 09-12-2000 02:35
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

A lot of exploration was done via rivers. Especially in jungle, and forested areas as it was easier and quicker to do so. You didn't even have to use boats just travelling along the banks and the flood plains where the ground was flatter is enough of a bonus. The obvious presence of water reduced time looking for water to drink.
[This message has been edited by Big Crunch (edited December 08, 2000).]

jdlessl is offline jdlessl
Warlord
Jacksonville, USA
Mar 2000
time: 00:12
Post  Old Post 09-12-2000 11:10
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton buy from Amazon

So it marginally improves travel time going upstram and greatly improves it going downstream? Ok.

Going across them without a bridge should certainly impede progress, but not by much. It's not going to take a regiment a year (or more!) to build a temporary bridge, after all. Maybe if the military engineers are implemented, one of their their jobs would be to build a one or two turn bridge that the other units can use to cross and not lose movement points. I imagine that's already been suggested somewhere.

--
Jared Lessl

Gilgalad5 is offline Gilgalad5
Settler

Sep 2000
time: 05:12
Post  Old Post 11-12-2000 09:00
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Ah, the age-old question in strategy-game design...

I really think it's a Catch-22; if you go for rivers as squares, you can represent the economic and demographic boons of fertility in river valleys--and it generally adds realism in the pre-industrial age, since rivers were the most efficient mode of bulk transportation.

On the other hand, their major military importance is forgotten. You can't even attempt to replicate the imperial Roman technique of fortifying the entire length of the Rhine and Danube. I have noticed this problem in Civ2 when trying to seal off hostile "borders" with fortresses---you can't build a real "active defense."

I realize there are ways to get around this, but my philosophy is, why make the terrain and other surface features more complex when diplomacy and other meta-elements could be improved?

If I had to make the choice, I would stick with the current rivers-as-squares.

rremus is offline rremus
Warlord

Jan 2000
time: 05:12
Thumbs up  Old Post 11-12-2000 13:03 Visit rremus's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton, buy Civilization 2

How about the extra food/shields you get from rivers now? This is a realistic feature, and how will it be implemented? You could make the squares on both river sides have extra resources, but, at the current map scale, it could make rivers too powerful resources.
I also think there should be a distinction between a small river that only offers extra food/shields to a square and does not affect unit moving speed. These rivers could well cross map squares. Big rivers should offer extra food/shields to squares on its both sides and should flow only between squares. Olso, these should be difficult to cross (1/3 movement speed) but can improve unit speed along them. Building roads across small rivers should be available as soon as Road Building is available, but building roads across big rivers should be available ony with Bridge Building.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:12
Post  Old Post 12-12-2000 10:25
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, buy Civilization 2

On the current scale (and any size we are likely to get next time) anything except the largest of rivers is already invisible and discounted. That being so, I personally would prefer the rivers-as-borders approach. Since the majority of Civ country-country diplomacy is of the 'proactive' kind, building a city or fort with a defensive bonus from several approach angles could be very advantageous.

Stuff2 is offline Stuff2
Warlord

Sep 1999
time: 05:12
Post  Old Post 12-12-2000 16:20
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Lose 30 kilos (of popups)

I like this idea.

Deathwalker is offline Deathwalker
Prince
Great Britain
Mar 2000
time: 05:12
Thumbs up  Old Post 13-12-2000 14:57
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Increase Your PM Length

I like it, but it needs more thought.

------------------
I have walked since the dawn of time and were ever I walk, death is sure to follow

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0394 seconds (90.96% PHP - 9.04% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net