Rivers between tiles? I think not!

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I have a next fantastic idea ;)

In Civ III and IV rivers are between tiles. why? This means they have to look like this:

river1k.jpg


I think they should be on tiles, not between them. But they shouldn't look like this:

river2.jpg


Because of course it won't really change anything.

Instead they should look like that:

river3.jpg


All what is required is only a bit smarter river placement. I can wait even a 30 seconds longer for a game to load a map, but see rivers such as this one.

Furthermore - cities then should look like this one:

river4.jpg


Which is, in my opinion, much more realistic with people living equally on the both sides of the river.

Of course they should act like in Civ IV - as a connection, add +1 food (due to fish) and do not give any movement bonus. Also any unit that stands on tile with river should gain defense bonus (they can choose on which side of the river they want to defend themselves).

What do you think about it? I think it's possible and do not require strong PC or months of programming.
 
All what is required is only a bit smarter river placement. I can wait even a 30 seconds longer for a game to load a map, but see rivers such as this one.

You may be waiting much longer than 30 seconds. I like rivers how they are now, anyway. There are a lot of complications with your system. For one, how would crossing rivers work for attackers/defenders? Units standing in a river tile? Farms on either side of the river?
 
Unit standing on a river tile will have a bonus when defending - they have time to take defensive position on the other side of the river. Making farms on both sides of a river is in my opinion nothing difficult for a skilled gamemaker.
 
In this thread (my own as it happens ;))

http://forums.civfanatics.com/showthread.php?t=333404

there is some discussion about unit movement and rivers, depending on whether rivers are on tiles or not. Personally, as I say in my first post, I want to see rivers on tiles to emphasize the movement-enhancing properties, but this involves some complications too (for instance how to decide/show which riverbank the unit is on).

I think rivers on tiles would make for a nice change now that we've had two games with rivers between tiles, both game-play wise and aestethically. I agree it makes more sense for cities (at least large ones) to lie on the river rather than on one side.

If terrain with different altitudes is used - as some people on this forum seem to want - rivers on tiles makes absolutely more sense. Rivers between tiles of different altitude would just seem plain weird. Also, such a revised system would give much better river placement and courses when generating maps. A relatively simple algorhitm could be that a river always flows to the lowest adjacent tile (if several of same altitude we can choose or randomize). If a river runs into a depression it will fill up and create a lake before it runs to the ocean. Flood plains will occur in low flat areas. This would help get rid of many of the absolutely silly rivers we see in Civ4 (seriously, which river starts as a flood plain and then goes into the hills before ending in a small lake :mad:).

Oh, and it might maybe make it fun to make dams and canals too (though I don't know exactly how)
 
I like the third one (picture of a river running through a city). I also would like more details on rivers as much as possible. And the ability to travel upstream and downstream with boats that can only be made by a city that is right on it, or I can say, the river going between the city.

Damns and canals would be interesting. Another extra task for worker units doesn't seem bad.
 
All what is required is only a bit smarter river placement. I can wait even a 30 seconds longer for a game to load a map, but see rivers such as this one.

If I bought the game and realized I had to wait 30 secs longer for the map to load because of river placement, I'd take the game back.
 
Movement bonus on rivers should be allowed by tech. Sailing, or let metal casting allow triremes and ferrying. But it should become obsolete either by tech obsoletion or reaching a certain era. By that time, you're expected to have build a road network anyways. Tanks does not move easier on rivers, on the contrary :)

But in general I'd like the movement bonus/cost be a little more complex. Modern infantry should be able to cover more ground than ancient meele units. Tanks on desert should get a bonus, while infantry on desert should get a penalty? Might be hard to get "right". All in all, more movement especially on more modern units.
 
I think that there should be no bonus movement. Armies were always marching instead of building rafts and using them to swim down the river. I only would like to see more realistic rivers :)
 
there is some discussion about unit movement and rivers, depending on whether rivers are on tiles or not. Personally, as I say in my first post, I want to see rivers on tiles to emphasize the movement-enhancing properties, but this involves some complications too (for instance how to decide/show which riverbank the unit is on).

I think rivers on tiles would make for a nice change now that we've had two games with rivers between tiles, both game-play wise and aestethically. I agree it makes more sense for cities (at least large ones) to lie on the river rather than on one side.

If terrain with different altitudes is used - as some people on this forum seem to want - rivers on tiles makes absolutely more sense. Rivers between tiles of different altitude would just seem plain weird. Also, such a revised system would give much better river placement and courses when generating maps. A relatively simple algorhitm could be that a river always flows to the lowest adjacent tile (if several of same altitude we can choose or randomize). If a river runs into a depression it will fill up and create a lake before it runs to the ocean. Flood plains will occur in low flat areas. This would help get rid of many of the absolutely silly rivers we see in Civ4 (seriously, which river starts as a flood plain and then goes into the hills before ending in a small lake :mad:).

Oh, and it might maybe make it fun to make dams and canals too (though I don't know exactly how)


I would love to see a more natural look to the game and to make rivers more useful. One thing I've noticed absent in CIV games is the lack of a scalar property in objects. Either it's there or it's not; no differing in size. (Hills ARE NOT small mountains. They're HILLS.) And most obvious of all is the lack of scale in rivers. There should really be different sizes of every geographical object (let's say three to simplify yet still be distinct). There should be Size 1 rivers, like the headwaters of all rivers, which are readily fordable, but too small to navigate with all but a wooden raft, Size 2 rivers, which are unfordable without a bridge and can be navigated with flat-bottomed boats, and then Size 3 rivers, which can accept ocean-going vessels with ease, and can only be bridged across with great difficulty or not at all. (ditto the above for man-made canals) Also, their size should be relevant to the map so that a player can tell just how immense the river is upon discovering it. (Maybe a player should even get naming rights, but that might be covered somewhere else. It'd still be fun though!) Accordingly, with navigable rivers will come river vessels that can only operate on such. And until the proper level of engineering is discovered, the larger rivers will be impassible except by boat. Foot traffic will have to be ferried across, restricting traffic (units).

If elevation is added to the game (even simpified), then there should be at least one distinct watershed (or two if there is a continental divide, ie. mountain chain) for each regional landmass that collects and drains all the water into a common basin. Think of the Mississippi watershed that covers thousands of square miles upstream and branches out to collect most of the water that falls east of the Rockies and west of the Appalachians. The Mississippi is enormously large at its delta, but the farther up you go it gets smaller, especially once it starts branching out into the Ohio and the Missouri. So a continent should have most if not all of its smaller rivers draining into something akin to the Mississippi - a Size 3 river let's say, if enough tributaries run into it. Realistically connecting rivers like this will enable all cities located on any part of the river system to trade with any other river towns. And historically speaking, trading on any scale at all was only possible originally by using a nearby river due to rough or impassible terrain, hostile natives, and the extreme length of time it took to travel on land. (Early roads should reflect this, and not be given a movement bonus, imo. Most terrain w/o roads should be impassible or very nearly so, at least hills and mountains. Elevation will hopefully correct this.) Even then most (smaller) rivers had rapids that were hard to navigate, or waterfalls, which stopped traffic completely. But with engineering, even these obstacles were overcome via locks and dams. A whole new approach to playing CIV could be opened up if we were allowed to survey our land, dam up a river to make it navigable upstream or to create a large inland lake, build canals between two bodies of water to enable navigation and trade, and a host of other terraforming ideas. For those of us who prefer peaceful pursuits to war and destruction, I would think that being able to improve one's homeland geography would be a great ability to have.

Here's a solution perhaps concerning the problem of rivers going through squares instead of around them and city sites on such squares. I imagine that most if not all towns probably did start on just one side of the river (who wants half the town on the other side?), and even a city's governing boundary today is almost always on just one side of any large river (if it looks built up on both sides, it's usually another smaller city, and quite possibly a different state, at least here in the US). Most cities were founded on one side or the other, because there was just no reliable way to ford the river, and I imagine the town's founding fathers didn't see permanently splitting up the town as a good thing. Yet cities were always settled next to a river if they had a choice because of the natural advantages of trade when they did start building boats. So l propose this: let the river generally follow between squares, meandering deep into them and even cutting off a large corner of one when bending to make it more appealing. Whichever side of the river a square's center point is on, then that whole square (albeit smaller) will be considered to be on that same side. And to account for any square's larger (or smaller) size that borders a meandering river, the hammer/food/coin value of that square needs to be adjusted reflect its gain (or loss) in land and material. It would certainly make surveying city sites next to rivers that much more interesting and challenging!!

Something else that needs to be enforced upon river cities is this: A city founded next to a river may not use the squares on the opposite side of the river just for that reason. (ditto for coastal cities) But to keep a city's potential from being hindered (and to keep hordes of people from slamming me for such a stupid idea), let any of a city's (a town's) nine squares count as far as being next to a river is concerned, and/or let a town's starting 3x3 block be allowed to shift up or down one square and left or right one square. In this way a city can be founded next to a river, not illegally expand to the opposite side, and still be a potentially powerful city, just with all of it's growth being restricted to one side. When a city's culture grows, it can expand across the river (it's just culture), but it may not use any squares on the other side for production (allow it to expand outward on its own side instead). Then it would actually be possible (and allowable) to have two cities adjacent to each other, just on opposite sides of the river. (they better get along) :) There's plenty of examples of twin cities here in the US, as I'm sure there are all over the world, and some are powerful metropolitan dynamic duos! It always befuddled me how a city founded on one side of a narrow channel could claim and use land on the other side of perhaps a completely different continent! Natural geographic borders need to be enforced just the same as man-made political ones.
 
If I bought the game and realized I had to wait 30 secs longer for the map to load because of river placement, I'd take the game back.

What silly thing to say... Are we too impatient to wait for a visually-appealing map, or that dead set against realism? The "look and feel" of a game has as much to do with its overall success as anything. You can't ignore one over the other. Otherwise, why have a map at all? Just have the computer do some number-crunching for about 500 turns and tell you who won. Yeah, that'd be fun... :(
 
Board war gaming had tried this decades ago and determined the right answer is between tiles.

Who gets river defensive bonus? Someone ON the river tile, or behind it? When do you pay to cross the river? Think about how hard it would be to see the river underneath units or cities... The questions and problems that arise from rivers on the tiles are just too many and too inconvenient.

If you want to improve the look and realism, they should switch to hexes from squares.
 
I think that there should be no bonus movement. Armies were always marching instead of building rafts and using them to swim down the river. I only would like to see more realistic rivers :)

It has little to do with rafting and a lot to do with the ground tends to be better. Seriously, man, do some traveling - a LOT of it - and you'll see what I'm talking about. A river may not be all that important in a flat area, but when it comes to going through mountains, it's almost like a road. That's why our ancestors used them so extensively, and why modern roads and highways tend to be built along rivers.

As to the original topic:

The Indians didn't use rivers as borders between tribes, they used them as highways. A tribe OWNED a river, or a length of it, not one bank or the other.

And even with Europeans tending to use natural obstructions like rivers (and mountains) as defensive borders, whenever possible, a city was built on both sides of the river because waterfront was such valuable property. Even a river serving as a national border would see a second city built on the opposite side.

Now, if rivers and mountains and stuff had any bearing on how Civ draws its national borders, I could see a compelling argument for putting them on edges, BUT, we don't put mountain chains on the edges of the squares (which we should) and so we shouldn't put rivers on the edges. (At least, not until those other two effects are sorted.)
 
[...] Otherwise, why have a map at all? Just have the computer do some number-crunching for about 500 turns and tell you who won. Yeah, that'd be fun... :(
it was fun. such games are called simulators. SimEarth being a great example. it weighted ~several megabytes, but had a ~300 page manual.:thumbsup:

on topic:
the author is suggesting pure eye-candy. i vote against.
 
What silly thing to say... Are we too impatient to wait for a visually-appealing map

No.


or that dead set against realism?

Yes. HTH.

The "look and feel" of a game has as much to do with its overall success as anything. You can't ignore one over the other. Otherwise, why have a map at all? Just have the computer do some number-crunching for about 500 turns and tell you who won. Yeah, that'd be fun... :(

Not really.

On the other hand, a Civ 5 that looked like Civ 1, and ran in a fraction of the space and much faster than all this silly animation and visual fluff, that would be cool.
 
Which is, in my opinion, much more realistic with people living equally on the both sides of the river.
Of course they should act like in Civ IV - as a connection, add +1 food (due to fish) and do not give any movement bonus. Also any unit that stands on tile with river should gain defense bonus (they can choose on which side of the river they want to defend themselves).
What do you think about it? I think it's possible and do not require strong PC or months of programming.

I think rivers on tiles were done perfectly fine in Civ 1 and 2. Movement bonus along the river, trade bonus for the tile, no defence bonus IIRC.

I'm not strongly attached to whether one does rivers on tiles or between them; I slightly favour on tiles in the Civ 1/2 model because it makes one fewer thing be about military.
 
Board war gaming had tried this decades ago and determined the right answer is between tiles.

Who gets river defensive bonus? Someone ON the river tile, or behind it? When do you pay to cross the river? Think about how hard it would be to see the river underneath units or cities... The questions and problems that arise from rivers on the tiles are just too many and too inconvenient.

If you want to improve the look and realism, they should switch to hexes from squares.

I think squares or hexes are relics of board gaming and not necessary in a modern game. Just look at the problems they cause with rivers. There's good arguments for both sides of having rivers along the edges and through tiles - along the edges gives you the advantage of always knowing when a unit has to cross a river to move, while rivers through tiles gives you the opportunity to build cities straddling a river and to allow travel along a river (something the game is sorely lacking, considering how much exploration was done by boats travelling up and down rivers). Why do we have this problem? Because we are trying to divide the world up into tiles. Civ 5 needs to do away with tiles and have more realistic and dynamic terrain. Then rivers can serve as both boundaries and pathways.
 
Instead of Tiles, we can have irregular 'Plots' within a Region... like a Grassland Forest region, or a hilly plains region of the spir of a mountanous region... OMG just thinking of that almost made me piss myself... that is going to be so AWESOME if they did that, and the plots would still be sorta squarish AND your cursour will lock to the center of a plot before you click it and outline it so there is no trouble seeing which one is selected!
 
There is no getting rid of tiles. Maybe you'll have millions of pixel-sized tiles, or maybe you'll have a few dozen "territories" (a la Risk), but there has to be some way to regiment where something is and keep track of its location.
 
They are tiles: just plots. Like instead of a square we can have a triangular 'plot'. We can have a long plot that fills up a peninsula: if you put a grid over it it will still fit, but without it everything flows into each other a little bit.
 
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