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Patroklos
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Back home in good ole Norfolk VA
Dec 2001 time: 05:22
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I was playing a game where there was a large continet that streached from one pole to the other, in effect cuting the world in half because it was just to long of a journey to go all the way around. However, this same continent narrowed in it's expance to two points where the was a landbridge only one/two squares wide. I began to thing "why the hell can't I just build a Suez or Panama canal and cut travel time in half.
This would of course be a tile improvement to be used as a worker option. There should also be some requirements.
1.) The improvement must be adjacant to a coastal square.
2.) It must be on a flat terrain tile, ie. desert, plains, grasslands.
3.) It must have an extreme production cost to make it almost like a worker built small wonder (and I mean extreme).
4.) the canal would be in place of road/railrod, like a irrigation and mines can't be in the same square. This will interupt land traval, but a large canal would.
5.) the tile would be a sort of hybrid land/sea square where both tyoes of units could pass.
This would alow those annoying little land bridges to be cut for travel time gain. It is an interesting concept. Like a road or railroad, if it is controled by an ally in a free passage agreement then you could use it for free. Also, if you really want to piss a maritine player off and cripple it's navy, all you would have to do is put a land unit over the square and the naval units couldn't use it (they can't attack land units, only bombard). The other way works, just put a naval unit on the canal squares and the land units can't pass, just bombard if they have the ability. Or imagine a new diplomatic option where you can pay a "price" in luxuries or gold for canal privlages (that is sort of out there, but I can dream...)
Since you can only build on a costal square, the maximum length can only be two squares, keeping peope from building rediculously long canals, and the build time would keep people from buiding a canal on all their costal tiles, which would actually only make a sort intercoastal waterway. Also, I get annoyed when in order to get that one resource square in a city radius I have to settle a city one square away from the coast and thus rob myself of a potential naval production facility/base. Now if I have a large city like that and it has good production, it might be worth spending the time to build the canal and give it sea access and thus naval building options.
What do you think?
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I Am Jeff
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New Jersey
Feb 2002 time: 00:22
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I think this has been mentioned before, or something similar. What you can do however, if the tile has water on either side, build a city on it. Then a boat can pass through the city. But if it is wider then 1, you can not do this because cities can not be adjacent to each other.
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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:22
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1) I surport canals.
2) This topic seems to come up every couple of months, and has probably been done to death.
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civjunkie
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Conversely: if canals, why not causeways? Civ has always discriminated against island civs, and this could redress the balance. More generally: allow workers to step into coastal squares and land-fill them; they
would then turn into maybe floodplains. Maybe in modern times workers could even landfill ocean squares; then you could connect even distant islands by causeways (and then build RRs on them).
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Zero-Tau
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Elsewhere
Aug 2002 time: 06:22
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I think canals would be a great addition. The way they're suggested here seems quite good. Minor correction though: the canal length can be three squares, if you have a city in the middle. Still not overpowered though.
quote: Originally posted by Solomyr
how much influence has the Mironesianas really had on the world? |
Sure, it's realistic, but it's no fun starting on a small insland in the middle of the ocean and not meeting anyone until late in the game, by which time they'll be about an age ahead of you. Honestly, I think game balance is a bit more important than realism.
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civjunkie
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quote: how much influence has the Mironesianas really had on the world? |
Huh? How about the British and the Japanese? As to canals, Britain's canal system preceded railways
as the key transportation echnology of the early
industrial revolution.
Anyway, more complexity & more options are good for
gameplay - what civ is all aboutthe
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civjunkie
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quote: I feel that anything more than two tiles would be too long. Yes there are very long canals in the world, but those are for barges and things that require rather shallow draft and short (to avoid bridges) vessels. The scale of the game means that any canal would have to allow aircraft carriers through, and those canals are few and far between and relatively short. |
Maybe the solution would be for inland canals to be treated more like rivers in civ2, giving a road-like movement bonus (maybe 4 or 5 mp instead of 3). It would also be logical for a canal to allow water to be brought to a city & eliminate the need for building Aqueduct, just as if it were on a river. And what
about irrigation canals, allowing adjoining tiles to be irrigated before Electricity? Then you could irrigate
a tile without having to irrigate everything on the
way to the nearest river - as with roads, you could have a canal and a mine or forest on the same square.
In effect, canals would be an intermediate step between
roads and RRs, which would be historically accurate. Btw: love RRs, but they are way too powerful. It's air
travel and not RRs that made it possible to get around instantly. I'd suggest:
Roads - movement rate 3, build time 1
Canals - movement rate 5, build time 2
RRs - movement rate 10, build time 4
Single-tile canals between waterways can be simulated well enough by building cities; maybe a colony could do the trick too?
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bbaws
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Purple the Corinth Canal wasn't finished until about twenty years after Jules Verne finished 80 days around the world, iirc. That puts it squarely in the Victorian era.
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civjunkie
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I have been reading Herodotus on triremes and canals; specifically, on how Xerxes was able to move his huge army into Greece. According to H, he built a pontoon bridge across the Hellespont consisting of triremes lined by ropes with logs placed across them, and was able to drive chariots etc across. Later he also built a canal through the isthmus at Argos: H. however wonders why he bothered, since he could have dragged his triremes across the isthmus.
So therefore we have a historical model for (a) temporary bridges across narrow bodies of water; (b) a canal across a narrow isthmus, and (c) seafaring units crossing land. (b) can be achieved in civ by building a city on an isthmus, but (a) and (c) can't be done at present. I propose that the rules for triremes could be changed as follows: (1) a trireme doesn't sink if it's in a coastal square and in touch with either land or another of your own triremes; (2) fortified triremes can be used like land tiles by ground units, perhaps with a movement penalty equivalent to mountains; (3) a trireme can enter a land tile if there is water on the other side (not bigger ships, though: they'd be too heavy to drag). Add to that the ability of workers to enter coastal squares to carry out landfill, or conversely to excavate coastal land squares (making it possible not only to build canals but also to build harbors in cities that aren't quite on the sea), and you would have a powerful set of tools for an island-based civ to project its power to nearby countries. Another idea for ending the discrimination against island civs would be a new industrial-age unit, call it a steamship, that could carry out cable-laying operations. Islands connected by cables could then enjoy the benefits of Hoover and other single-island Wonders. Some ideas for civ4 ...
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