Don’t actually know that. It uses the pontoon bridge code, so it works however it does there. I seem to recall units being able to attack from the pontoon onto land just fine?Ships can't attack from forts. Can land units attack from polder? Can they be melee attacked by ships?
Don’t actually know that. It uses the pontoon bridge code, so it works however it does there. I seem to recall units being able to attack from the pontoon onto land just fine?
That’s how it works with all improvements. Not weird at all.Also, what happens once we discover coastal oil under a polder? I think it would still need an offshore platform, with a fishing boat removing the polder. Quite weird
The polder will not change the underlying terrain. It’s still water. It’s going to require an oil platform.Well no, the 'realistic' solution here would be to make the oil well available over that tile.
I've tried experimenting with the pontoon bridge but it's extremely glitchy, especially with railroadsDon’t actually know that. It uses the pontoon bridge code, so it works however it does there. I seem to recall units being able to attack from the pontoon onto land just fine?
That creates more problems than it solves. Short answer is it’s not doable if you don’t want to break the map graphics.Is it possible to change the domian to land when the plodder is built? Then it's just another land tile.
@Rekk Are you able to account for these things? If not, I think this proposal will need to be vetoed.allowing embarkation for workers needs new code but that's minor, the real problem will be pathfinding for naval units (area ids don't match to water bodies anymore) and tactical combat (AI will most probably be very confused by these polder tiles). please don't break anything when implementing all that. i think it's quite risky.
Would it be possible to make polders like forts, where a ship can go into them? That would help prevent naval pathfinding disruptions wouldn't it?Embarked workers does not need new code aside from some easy sql additions. I have implemented embarked worker unique improvements years ago and the automated workers are very good at using them.
It requires testing to determine if any pathfinding adjustments are necessary. Unlike the pontoon, the polder’s being walkable is not the singular point of their existence, and they aren’t going to meaningfully lead to anywhere. As long as they aren’t disruptive to naval pathfinding for attackers trying to aim at a city surrounded by polders, I can’t imagine what AI adjustments could possibly be necessary.
They could be made into "passable improvements", yes. Maybe that would work.Would it be possible to make polders like forts, where a ship can go into them? That would help prevent naval pathfinding disruptions wouldn't it?
Suppose an embarked enemy unit enters a Polder (or is already on a Polder when it gets created, for that matter). I don't know if combat AI would know how to handle that, or if the game would take them out of the water once the improvement is created.Use them to do what, exactly? They are improvements in your own land that 99% of the time won’t path to anywhere they need to go. They will just stick out a little into the ocean