Evie
Pronounced like Eevee
Navigable river would be a waste of development resources over something that would not actually translate to any valuable historicsl-based gameplay.
Rivers are also treacherous. Most of the rivers we in 'modern civilization' are familiar with have been thoroughly tamed, regulated, channeled, dredged, etc. Prior to that, they were unpredictable on an annual basis at least, shifting their banks, main channels, changing their depth, filled with debris like old trees, boulders, tangled driftwood, etc. Sam Clemens, who worked as a riverboatman on the Mississippi before he tried his hand at writing, wrote about how no matter how well you thought you knew the river, every spring after the end-of-winter floods you had to relarn it, because it would have changed in nasty ways that could kill you and your boat.
Oh yes, on that I agree. Units should move faster along rivers, have offensive penalties when crossing them, and trade routes should form along rivers. Among many other gameplay impacts of rivers.
Dump this in with other examples of On-Going Climate/Terrain Change to bedevil the gamer with.Now that would be an interesting subject aside: Rivers changing their course over the course of the game!
Rivers could be handled like Roads, a 'terrain-type' that is affected by but doesn't negate other terrain in the tile. Moving along the river wold be speeded up (like roads), trade routes moving the same way would be enhanced, but movement across the river course (from non-river edge to non-river edge traced through the river thread) would be impeded without a bridge - another 'terrain type' that doesn't negate other terrain except the river.To tell the truth, I never understood why Brian Reynolds moved the rivers to the edge of tiles, cancelling the movement bonus they had in Civ1 and the original Colonization. Yet on those original games, rivers weren't great either as they were a terrain type by themselves, like grassland or plains, which doesn't really make sense.
Dump this in with other examples of On-Going Climate/Terrain Change to bedevil the gamer with.
The extreme example is the 'Yellow River' (Huang He) in China, considered both the Cradle of Chinese Civilization and "China's Sorrow". It has flooded over 1500 times in recorded history and the 1931 CE flood killed as estimated 4,000,000 people - it may have been the most deadly non-plague natural disaster in history. More to our point, since 595 BCE when they started keeping records, it has shifted its course 26 times, 9 of them major shifts of hundreds of kilometers. Basically, the river keeps shifting from north to south and then back to the north (last shift in 1855 CE) of the Shantung Peninsula. One major shift and flood in 11 CE is credited with helping to bring down the Xin Dynasty, so these constituted major disasters.
The Yellow River in modern times also exhibits what I call "Man made River Disasters" since massive irrigation projects along the river since the 1950s mean that for most of the year now none of the river's water reaches the sea - the mouth and lower reaches are dry most of the year. The same thing, for the same reason, happens to the Colorado River in the USA, which is drained of water for irrigation and population by every state from Colorado to the sea. Unlike the Yellow River, the Colorado was never a major riverine trade route, so its dry course is 'only' a Natural Disaster, not an Economic one. If the Yellow River had dried up for much of its course in the 18th century, before modern highways and railroads, it would have been absolutely catastrophic to China's economy and its ability to feed all the cities along the river.
If that were the case, then there would need to be some sort of distinction between the two. Maybe "tributaries" could be the smaller ones between tiles that empty into the larger, navigable rivers, located on tiles.Maybe Rivers could be both between Tiles and inside Tiles...
But wait, there's more!As you're on this, the Sumerian city of Ur was originally on the coast of the Persian Gulf. The sediments gradually made land gaining over the sea to the point that it is now located 250 km inland. The Shatt al-Arab river merging both Tigris and Euphrates wasn't formed before 3,000 BCE.
And to mention something even more impressive, the Sahara turned temporarily into a savannah during the Holocene wet phase, from 10,000 to 5,000 years BCE.
The problem is, any river shown on the map has to be big enough to be a barrier to movement and combat, so the vast majority of streams, small rivers, etc will not be shown at all. The area fought over in October 1941 from west of Vyazma to the Nara River in front of Moscow included no less than 8 river barriers that were tacticaly significant to WWII-era armies. But that area in Civ game map scale would be no more than 1 - 2 tiles. Crossing a tactical river might take an extra day or week to cross all the vehicles and heavy equipment, but that's at most 1/50 of a turn in Civ: Tactical simply cannot be modeled on the Civ map and time scale.If that were the case, then there would need to be some sort of distinction between the two. Maybe "tributaries" could be the smaller ones between tiles that empty into the larger, navigable rivers, located on tiles.
What? I disagree with almost absolutely every single thing you are saying. Yeah I want to sneak up on every grass wealth in a country that has terrible defences but I'm gonna.... Walk. Just cuz it's and a sunny day out! What in the world. I'm not continuing to his conversation sir. It's a strong waste of time that I could better spend doing it important life things like building my empire and and hating my lil longboat butt whoop canoes not doing canoo thingsI know how large large rivers can get, I live near one of the largesr. But no, despite what you imagine the Vikings's style of sea-going ships going upriver to raid was not "actual warfare for thousands of years". Raiders as a rule did not want to be caught in narrow waters where they could only go in predictable directions if things went wrong and enemies went after them. Even viking raiders raided coasts far more often than rivers.
Moreover, while you're right that most large rivers are wide enough for ships, width is not the issue with seagoing ships in rivers. Depth is. Not all rivers even if very wide have deep enough channels for even significant high medieval ships, and even when they do have such channels, the channels are often narrow and shifting because of the river current, meaning unless you have a very shallow-draft ship you will likely need to proceed very carefully with a sounder (or with a local pilot) even if the river is wide even when sailing peacefully. Actually fighting battles in a river with any ship that has more draft than a barge or longship is just asking to ground half your fleet.