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wrylachlan
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Why is there no commerce bonus for cities on rivers?
Historically every major city in the world has been on a river because it allows a level of transportation of goods in the ancient era that was not possible over land.
There should be an overall bonus for Cities on a river, and an even greater bonus for a city that borders a river and the ocean. And with this, all starting locations should be on a river.
Also, while having the rivers flow between tiles makes sense for the strategic aspects of fighting across rivers, there should be some movement bonus to rivers to reflect the fact that most exploration was historically done on the rivers first. It could be as simple as a movement bonus if you move between tiles that border the same river.
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wrylachlan
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quote: Originally posted by dunk999
There is. Tiles with a river on their border produce an extra commerce. Coastal tiles don't add anything.
Or do you think there should be more of a bonus? |
I was talking about an overall bonus for having your city actually on a river. The current commerce bonus you can benifit from even if your city is 2 squares away. This doesn't encourage players to put cities actually on the river (like London, Paris, New York, and pretty much every other major city I can think of in the real world).
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wrylachlan
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quote: Originally posted by dawidge
but I agree that there should be some way to model the ease of transport across short sea distances without having to physically put transport ships in place. Even if it isn't physiclaly manifested in a bridge or tunnel, it could represent a regular ferry service.
Either put a very high move cost structure in the sea square (and how, exactly would we build *in* the sea?) or allow unlimited sealift between cities with harbors within a certain distance of each other (4 sectors max?). Units lose all mobility after completing a sealift.
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I'm sure someone has suggested this before, but why not have a tile that represents a "Channel" which boats can use, and which (with Map-Making) Land units can cross very, very, very slowly.
I don't like the idea of a "sea-lift" of more than one square since this seriously degrades the use of the transport, and since someone here said that a tile is roughly a hundred miles, a four hundred mile ferry seems a little bit much.
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XarXo
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of the "I agree"
Jul 2000 time: 05:19
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Resume and new things:
*Basic Advance: Architecture, a new knowledge obtained from Education at Middle Ages. Is an end-one (like Music Theory).
*For start it you need an army of minimum 3 workers. The cost is 12 turns if there are 3, 9 if you have 4 inside. More workers doesn't change this. At the end the army dies (but not the workers). This cost is for the whole channel, if the channel is 3-long it costs 15 turns, 12 with a 4-army.
*The movement inside is like a Coast tile, only for ships of course.
*The complete planification must be done before the construction.
*While is in contruction, a dry channel can be see until it is done.
*Maintain a channel cost 10 per each tile, +4 if is in a hill, +2 if is in a icy area and -4 if is in a city tile. You've to pay it when the channel construction STARTS, for represent the economic difficulty. Also, during the construction, its maintaince costs the DOUBLE.
*You can have irrigation in a channel, but not create one cause there is one. No mines, no fortress, no colonies but yes cities (you can include a city in the traject, but the channel allow to foreign units to cross the city). A channel tile performs like a city with railways and roads.
*Can cross hills, but for each hill increases in 4 turns and must appear a water gate system, you need Electricity for bulid it in a mountains (water pump stations for the water gates). Can't bulid channels in mountains
*During the construction of it requires Iron and Saltpeter, if before end it you loose a resource, the channels isn't finished.
*A channel without money enter in "decay" for 5 turns and is destroyed after this. In decay doesn't need any worker to repair it, with the money again is restored.
* -Three options here-
A ) Channels can be crossed, a cross needs the same gold as 2 channel tiles, the construction of the channel is increased in 4 turns.
B ) Channels can't be crossed, except in cities.
C ) Channels can't be crossed, never.
*Only 1 ship in the whole channel each time.
*A line like the one that appear with the GoTo comand but fatter and blue colored.
*A city with channel can have all the water improvments for River Water cities AND harbor also can have all salt water wonders and NOT River Water wonders (like Hoover Plant).
*The maximum length of the channel is 2, 3 if you've reached Steel.
*The tiles affected for the channel have an extra 50% of the original amount of money, also the sea entrance/exit are affected by this change too.
*The "allow pass" diplomatic treaty include channels.
*The channels marks terrain as a city, you can sell, invade, buy, have a temporal buy (easyreantachannel.com ), temporal use, always via diplomatic treaties (except invasionof course).
Well, I believe that's all that I can think... 
Last edited by XarXo on 01-05-2002 at 22:44
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