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Civ 4 ideas - Straits and Canals

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  • #91
    In Civ2, at the start with all units still in the original tile, F11 says 1000 sq mi. For each tile a unit moves into the F11 tally increments 1000 sq mi.

    After founding a city the way Civ2 determines the number of tiles "belonging" to a civ changes and it tends to count the number of tiles revealed. It's just a way to compare the territories of the civs.
    The St Lawrence Seaway isn't a canal. It is a system of enlarged natural waterways connecting lakes. The Rideau Canal likewise connects two enlarged natural waterways via natural and manmade lakes with perhaps a few short segments of entirely manmade canals.

    The Panama canal is also substantially composed of manmade lakes and an enlarged natural waterway. It maintains passable depth for continuous traffic only due to the very high rainfall feeding Lake Gatun from a very small watershed.

    The other site considered for a canal was through Nicaragua, utilizing Lago de Nicaragua and Rio San Juan. The route is much longer, crosses higher terrain, and would've required far more labor and materials.

    Both the Kiel and Suez are sea level canals. Without powered excavation machinery neither was feasible, and perhaps not even possible. The Panama Canal required better excavation machinery and more advanced locks and control machinery. The best way to control this (if such things are allowed) is to have a prerequisite tech. It is analogous to Bridge Building.

    In Civ terms all other canals are just like roads, and can be built with ancient techniques.
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    • #92
      In Civ terms all other canals are just like roads, and can be built with ancient techniques.
      Maybe, but only if you happen to have a chain of lakes connecting your desired city / canal endpoint to the ocean. When canals should be available in the tech tree is a real question...with engineering or construction if there is a chain of lakes that you can extend just by carving out flat land, and then again real canals, like Suez, etc as you mention after maybe motorized transport?

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      • #93
        I didn't bother so far to calculate whether the "land area" value in Civ2 demographics and the number of occupied tiles correlate somehow... do they count the number of tiles in your city area, or the worked tiles, or different?

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        • #94
          Straybow, I was under the impression the discussion was about canal systems such as Kiel, Suez, Panama, and St. Lawrence. Suez and Panama are across isthmuses (ismuthii? sounds silly either way) joining 2 togther heavily trafficked bodies of water (2 and 3 respectively) thereby cutting weeks off of the transit times of much of the worlds's freight. St Lawrence Seaway is a series of canals joining the Great Lakes with the Atlantic. This turned the Great Lakes into the largest concentration of ports on the planet, inland or otherwise. The Keil canal, having been constructed for military rather than commercial reasons, showed this kind of project was technically feasible. I'm thinking canals such as those in Venice and St Petersburg are to small to be modelled in a Civ type game. Natuarlly projects of this size would require a large investment in labour, capital, and time. IMHO, they are an option players should have to choose from or ignore if they so wish

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          • #95
            Straits already exist by the random world generation. Additional "features" of this geography may be interesting, such as impassible to certain types of crafts.

            Regarding canals, I hope they keep this to the modder community only. So i voted , "neither".
            Haven't been here for ages....

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            • #96
              Interesting Shogun

              i dun agree with ya..but do agree you have the rigfhts to youre opinion



              Gramps
              Hi, I'm RAH and I'm a Benaholic.-rah

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              • #97
                impassable terrain makes since for most vehicles even into the 20th century.

                Once flight is achieved, it's moot.



                My .02 and falling fast
                anti steam and proud of it

                CDO ....its OCD in alpha order like it should be

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                • #98
                  Originally posted by Platypus Rex
                  impassable terrain makes since for most vehicles even into the 20th century.

                  Once flight is achieved, it's moot.



                  My .02 and falling fast
                  MOOT if aircraft are a feasable or viable option..

                  like if you can resupply aircraft but could with watercraft..was kinda my mode of approach here

                  Gramps
                  Hi, I'm RAH and I'm a Benaholic.-rah

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                  • #99
                    Originally posted by Platypus Rex
                    Star mouse

                    Why not a canal that connects two lakes?
                    Or, for that matter, connecting two rivers?

                    So I should be able to construct a canal that connects two bodies of water.
                    (\__/) 07/07/1937 - Never forget
                    (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                    (")_(") "Starting the fire from within."

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                    • Originally posted by Urban Ranger


                      Or, for that matter, connecting two rivers?

                      So I should be able to construct a canal that connects two bodies of water.
                      UR

                      This is my whole point:
                      with a considerable difference in say resources and time to build, a canal should be available irreguardless of the terrain..

                      Suez-Panamabring to mind two



                      Cheers

                      Gramps
                      Hi, I'm RAH and I'm a Benaholic.-rah

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                      • I agree, Gramps.
                        (\__/) 07/07/1937 - Never forget
                        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                        (")_(") "Starting the fire from within."

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                        • Its not to say that I'm 100% against this idea but consider the issue of scale.

                          In Civ2 and Civ3, you can build a city on a location which effectively creates a "canal" between two seperate bodies of water. Think Panama City along side the Panama Canal - a city on an isthmus. This canal system is 80 kilometers long and it's one of the greatest engineering accomplishments in history.

                          80 kilometers. That's not a very long distance in civ terms -- especially when playing an "epic" game. If it's a scenario or some type of mod, then perhaps the difference in scale makes a bit more sense for the construction of canals, but the concentration of such enterprises would not be so localized. What I mean is that there is not likely to be two Suez style projects within 100 miles of each other.

                          The problem comes down to scale.
                          Haven't been here for ages....

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                          • Shogun, I agree..its scale..but the whole game is based on some imagination of sorts and give and takes

                            Like the combat..you would not do a full scale assault "1" unit (as depicted a company or platoon or battalion of men) you would commit a total onslaught of your resources.BUT you can in this game

                            or the issue of "Wonders"..for real, can we as real life Humans build a "WONDER"?..of course not but it is a game and we "Pretend" and I am not trying to be a Dream Smasher..but we all play this for what we want..to be rulers and dignitaries and sovereign leaders of our little worlds..

                            Trolldom..I love Trolldom..my little escape from the harsh realities of the Ready Mix Concrete World..

                            My boses wouldnt understand the love I have of building a world from scratch..

                            NOR would they understand the importance of building a canal or a strait..

                            But we do..now come on....Play and let your imagination run wild

                            Grandpa "Not close to ever being on scale" Troll
                            Hi, I'm RAH and I'm a Benaholic.-rah

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                            • Originally posted by Shogun Gunner
                              In Civ2 and Civ3, you can build a city on a location which effectively creates a "canal" between two seperate bodies of water. Think Panama City along side the Panama Canal - a city on an isthmus. This canal system is 80 kilometers long and it's one of the greatest engineering accomplishments in history.
                              Right, we can already build canals by building cities at the appropiate sites. So it's just a small step to isolate this process to be used anywhere on the map.

                              Okay, almost anywhere.
                              (\__/) 07/07/1937 - Never forget
                              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                              (")_(") "Starting the fire from within."

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                              • Here's a possible solution:
                                1. Create a new type of terrain called "strait" which is both water and land.
                                a. Movement cost for all types of units is the max movement rate for any unit, requiring any unit to effectively stop when entering a strait.
                                b. Attack/defense halved for units in straits.
                                c. Cities cannot be built on straits.
                                d. Straits produce 3 food, 4 gold, and 0 shields.
                                e. Straits can be chained together to form navigable rivers (going inland) or fjords (along the coast).
                                f. For irrigation purposes: straits connecting saltwater to saltwater are saltwater; straits connecting freshwater to freshwater are freshwater; and straits connecting freshwater to saltwater are mixed with the N strait tiles closest to the lake being freshwater
                                where N = (# of connected straits)*(# of freshwater source tiles)/(# of freshwater source tiles +1) rounded down
                                and # of freshwater source tiles = # of lake tiles + # of rivers entering the strait.
                                So a 6-tile navigable river starting from a 4-tile lake and ending at saltwater with at least 1 smaller river feeding into it would be considered freshwater for 5 tiles.
                                There would always be a saltwater strait at the outlet to the ocean.

                                2. Create a new type of terrain improvement (worker action or PW, I don't want to go there) called "canal" which transforms flat terrain to strait.
                                a. Requires a combination of sea-related and engineering techs (say mapmaking/construction for the early game, navigation/engineering for the middle game, and ?/? for the late game).
                                b. Requires a long time to complete, different times for different tech combos. Say a base time of 40 turns with mapmaking and construction, then each relevant added tech reduces that time by 4 turns, so that adding engineering reduces the time to 36 turns, and the fastest you get is 24 turns in the late game. Possibly a wonder (small or great) such as "Suez Canal" could give a time decrease of 25% for that civ.
                                c. Can only be done on a tile adjacent to a water tile. No plopping down straits in the middle of nowhere. Long canals would have to be completed one tile at a time, or two if you work from both ends towards the middle.
                                The (self-proclaimed) King of Parenthetical Comments.

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