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Kramsib
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Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001 time: 06:21
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As you can see in the image, another difference between Civ II and Civ III is the inexistance of Canals. That is to say that you cannot move naval units between squares joined by one of their vertex.
If you remember, Civ II's world maps used this peculiarity to depict Suez and Panama Canals, but the problem was it was unrealistic because, they were built by man, in other words, they were not natural channels.
Ok, Civ III is more realistic now but it is a pitty that my modern boats cannot travel troughout these strategical points unless I own a city just in the middle.
So, I wonder if you consider a good idea the possibility of construct canals like airfields or fortresses are built, and if it should be worthwile including this new option in the new PTW.
Thank you.
Attachment: channel.jpg
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JtheJackal
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I've been a huge supporter of canals ever since I played Civ 2.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:21
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My opinion is that you should have to BUILD a "canal improvement" for EVERY land square you want your ships to move through, and there should be a maximum number of adjacent squares you can build the improvement in-say 3 squares for an average map! The improvement should be capturable by the enemy, and not be enterable by any other civ without an MPP! It should also not become available until the late industrial age! On a final note, though, ships which pass through a square containing a canal should also have to pay a higher movement cost than if it were moving through coastal waters (Say 2mp instead of 1mp). I think that, combined, these things should limit the extent to which they could be abused by players!
Yours,
The_Aussie_Lurker.
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Coracle
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quote: Originally posted by Gangerolf
you could just build a city there you know |
Wrong.
First of all, Canals, as Wonders, were asked for repeatedly after Civ 2 came out. Firaxis ignored those requests.
Second, both Suez, and especially the Panama Canal, were Great Woinders of the World that gave immediate benefits to the building civ - prestige, power, naval strength, and a real nice boost in trade and commerce, plus a continuing source of additional income through usage fees.
None of that can be reflected merely by building a town. 
Last edited by Coracle on 31-07-2002 at 07:34
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Kramsib
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Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001 time: 06:21
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quote: Originally posted by UberKruX
i made a huge stink about this while civ3 was still in development.
there would have to be soem immense strains, and we came up with a "3 connected tiles max" canal theory.
there'd also have to be some new rules about attackin in canals...
what if two ships meet in one?
what if a land unit attacks that square?
couldnt you stack a battleship with your tanks? a carrier?
it's all quite interesting. |
Thank you guys for your answers, I am really surprised and amazed that this thread has kept a high position. This fact means that this is an interesting topic.
UberKrux has made very interesting questions.
"What if two ships meet in one?"
This fact usually happens in Civ II real World Scenarios, Suez Canal get blocked with ships very often. The good part is that you can block the canal (if this is your aim), the problem is how to sail through it when it is blocked. In this case, you should be able to ask for permission (or to sign the "permission of passage" treaty or similar), and to be able to cross the ocupied squares (like a ghost).
But perhaps your main question is: What about the canal if two ships start a battle?, Would the canal acts as a barrier?, Is the canal susceptible of bombardment? (if it is an square improvement like a fortress, of course, it is). I think it is difficult to answer.
I also have thought about the "dig canal option" to avoid the problem of those cities which are near sea (they have sea squares under their city radious but they aren't adjacent to any of them, like these ones in the image), so this cities could produce naval units as well.
Attachment: city.jpg
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Ijuin
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Tokyo, Japan
May 2002 time: 14:21
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Well, the Grand Canal in China was built mostly during the Tang Dynasty, before the development of either gunpowder or powered excavation machinery. I would suggest that Engineering would allow the construction of canals on squares that are ADJACENT to water only, and that Replacable Parts would allow the extension of canals as follows:
1) New canals can ONLY be started adjacent to Coast squares--not on rivers.
2) Canal improvements can only be built on tiles ajacent to existing canals unless you are starting a new canal (see 1).
3) Canals can NOT be built over Mountains.
4) Canals take a base time of 12 turns to build (twice as long as mines).
5) Canals displace other tile improvements with the exception of irrigation and road/railroad--this means that you cannot have a Mine, Fort, Airfield, Outpost, etc. on one.
6) Since they improve sea access, canals grant +1 commerce to squares that they pass through.
And as for movement through canal squares:
7) A Land OR a Sea unit of one Civ located in a canal square will block both Land AND Sea units of any other Civ from entering that square--attempting to do so results in combat IF the units are of the same movement type (both Land or both Sea)--however, Land units trying to move onto a Sea unit will fail and vice versa. However, any number of both Land and Sea units of the SAME Civ may simultaneously occupy a Canal square.
8) Entering canals within another Civ's territory is bound by the same diplomatic restrictions as entering the Civ's territory elsewhere.
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phunny_pharmer
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Canals were the most important invention in transportation prior to the railroad.
Surely, if we're going to allow railroads to move units all the way around a map, we've got to invent some way of getting the puny little ship through an isthmus...
Canal building should be a tech.
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Beeblbrox
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Hastings, East Sussex, England
Aug 2000 time: 05:21
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to avoid canals all round a city the trade bonus becomes obsolete with steampower (railroads) naturally as it did in real life
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