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#1 |
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Chieftain
Join Date: Jun 2007
Posts: 40
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Rivers and Sailing
Rivers have formed the center piece of many major nations throughout history. Egypt relies on the Nile, Brazil on the Congo. Canada and the US on the St.Lawrence and the US also on the Mississippi. This is because a river is a means of moving quickly and transporting goods.
That being said why has the 'rivers count as roads' bonus been removed from Sailing? Better yet why can't sailing be split between Fishing and Sailing? Sailing allowing the production of first level sea units and to use rivers as roads (double movement on hexs with a river border, when moving to another tile with a river border) and Fishing allowing the creation of Fishing Boats etc. Seems to me the importance of rivers on the early stages of nations is being vastly ignored. |
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#2 |
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Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,689
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Because roads cost money. Rivers creating trade routes would perhaps be more accurate, but perhaps the bonus they'd provide would be too big.
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#3 | |
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Warlord
Join Date: May 2012
Location: Sioux Falls, SD
Posts: 163
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Quote:
Also the Congo River is in central Africa which, last time I checked wasn't anywhere near Brazil. |
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#4 | |
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Prince
Join Date: Mar 2011
Posts: 408
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Quote:
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#5 | |
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Truth is a lie
Join Date: Jun 2010
Posts: 4,082
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Quote:
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'Whatever works' (Woody Allen) A socialist marxist communist fascist and proud of it
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#6 |
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King
Join Date: Oct 2010
Posts: 772
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Brazil is rather the exception because of the Amazon and it's huge tributaries the Orinoco, the Rio Negro and others... after all, the Orinoco is, iirc, the 3rd largest river in the world, by flow-rate (the Congo river is, again iirc, the 2nd)...
This would be difficult to put into a game because of the advantages it would give to anyone who started by it... you would have to give it something extra and then it would be likely to be OP. |
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#7 |
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Deity
Join Date: Oct 2005
Location: England
Posts: 4,985
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Rivers give vast amounts of gold, and make farms between civil service and fertilisers worth building. If you've ever had a start without any rivers, you'd see just how hard it is to make any money at all.
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Most zealously I seek for erudition. Much do I know, but to know all is my ambition.
-Faust |
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#8 |
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Prince
Join Date: Dec 2001
Posts: 376
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Rivers still give big bonuses with gold and food. I recently took a pair of cities along a big spiderweb of rivers (made that early invasion hard). I puppeted them and turned those things into damn fine virtual gold mines.
Having said that yeah they're not quite the bonus historically but to do that would likely imbalance things. |
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#9 |
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Deity
Join Date: Mar 2008
Posts: 2,421
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As to movement: Because crossing a unbridged river is indeed slow in real life.
You do get a +1 gold working river hexes though.
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Civ III/ IV AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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#10 |
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King
Join Date: Sep 2010
Posts: 686
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Appeals to RL are rarely convincing when talking about Civ.... The Romans bridged the Rhine (in the course of a single season campaigning) whenever they needed to go fight Germanic tribes. Most armies have been able to put pontoon bridges in place pretty quickly. On the time scale of years, rivers aren't really an obstacle.
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Friends are just enemies I don't have a strategy for eliminating yet. --R. Stevens |
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#11 |
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Warlord
Join Date: May 2006
Posts: 295
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Indeed that logic can be applied all over the place to movement in civ games. Think about the RL time implications of an ancient era showdown between an archer and a warrior in some hills. It's one of the things that goes to the wayside when you make a war game that covers 6000 years. The movment penalty for rivers proportional to the penalty for rough terrain vs. flat terrain seems fine.
There's a lot they could do to flesh out trade in this game. It has obviously been a huge driving force in human history and the handling in civ is pretty simplistic. It seems like the kind of thing that might not be good gameplay though. I can see the hassle outweighing the benefit pretty easily. As far as rivers in particular, they're already very strong on the basis of the 1 gold per adjacent tile and the extra food between civil service and fertilizer. They don't need any more help for their own sake. When looking at history and the importance of rivers you have to keep in mind that in the real world there are rivers of a useful size just about everywhere. Anywhere it rains there are rivers all over the place collecting that water. On civ maps rivers are a lot less common. Maybe that means they wanted to make them unrealistically uncommon for gameplay reasons, but also have to underpower them so that doesn't create gamebreaking problems. Another way to interpret it might be that the rivers on the map are only the biggest rivers in the world and there are countless small ones all over the place. In that case the benefit seen from the river is not the benefit of having a river nearby, which is huge, but the difference in benefit between having a merely average river and one of the largest rivers, which might not actually be all that big a deal. I don't know. There are scale problems between the actual world and civ worlds that make it hard to make good correlations. |
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#12 |
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Prince
Join Date: Apr 2012
Posts: 302
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How about cities that are connected by a river will form trade roads? Yet at the same time will not create an actual road that units can travel over.
That seems fair. |
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#13 |
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Prince
Join Date: Dec 2001
Posts: 376
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#14 |
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Deity
Join Date: Mar 2008
Posts: 2,421
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Yup with Sailing rivers made trade connections in IV; the only thing I can think of is they didn't want to add a maintenance free way to get trade routes in civ V for most civs.
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Civ III/ IV AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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