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?
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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