Autumn 2017 Patch General Discussion

By the way, Ed liked my response asking if the canal research is for Civ.
 
Is it needed? my ships are already OP

Canals would be fine, if their construction takes into account something like the
actual time to build them. I'd want to know answers to questions like:
How big is a hex in kilometres on the various maps, and how much effort and time
and what resources would be reasonable for construction over that distance?
How much easier is it to construct a canal (or tunnel) through grassland opposed
to through mountains?
What techs (e.g. construction, explosives etc) would accelerate their construction?

It's not too difficult to work out and would a great addition as long as they
aren't too easy to construct.
 
I expect that a canal would be a district. That way you can only build one per city, and it would have an opportunity cost.
 
would be a great addition
I just see ships being awesome land cannons easily if its not handled right, even as a district.

A range 4 battleship is not hard to get and can cover all this ground and not be landlocked. There are quite a few lakes 2 tiles from the sea. It would just make games easier.
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I think canals would be a great addition if they allow you to provide fresh water to locations that otherwise wouldn't have any. I frequently turn down potentially interesting city locations because they lack a decent water source. I'm not sure I'd want massive ships to be able to move up and down them though.
 
I think canals would be a great addition if they allow you to provide fresh water to locations that otherwise wouldn't have any. I frequently turn down potentially interesting city locations because they lack a decent water source. I'm not sure I'd want massive ships to be able to move up and down them though.
They would compete with aquaeducts in that and would be redundant (or make aquaeducts even more useless). So I think that‘s what they should not do: providing fresh water. I also think that they should be limited to a tile between two water tiles and not allow longer canals. Or if you make them a district, things would end up like that in most cases anyway.
 
I believe that canals are the number one most wanted feature in Civ that would make the very least interesting impact in the game itself.

Their use case would be extremely specific, their tech position quite late, and all to give the dominant naval power a bigger advantage.

I really don’t get why people are so keen on them...
 
What if the canals are to be designed like a tile improvement instead, which would allow for multi-tile passage for naval units?
And +2 gold for each adjacent canal when worked or something like that? It would be a shame if canals were reduced to passageways for the actual naval units...
 
Canals can mean two very different things. It could be something like Suez or Panama which allows (very) large ships to cross between two different bodies of water. These are short (probably 1-2 tiles civ wide) but are very deep and wide. It can also be a transportation system consisting of a network of channels for barges to transport goods pre-industrial era. These are long (distance between cities in civ) but only a metre of two wide and even shallower.

I'd wager that the first type is more interesting to more people. The second is basically just an early version of railways which appeared a century or two before.
Why not both. :p
Regarding the first type though, could also be a wonder. OR: New/returning mechanic, national wonder.
 
I believe that canals are the number one most wanted feature in Civ that would make the very least interesting impact in the game itself.

Their use case would be extremely specific, their tech position quite late, and all to give the dominant naval power a bigger advantage.

I really don’t get why people are so keen on them...
I don't really understand either, didn't realise it was a 'thing' before the discussion here.

They would compete with aquaeducts in that and would be redundant (or make aquaeducts even more useless). So I think that‘s what they should not do: providing fresh water. I also think that they should be limited to a tile between two water tiles and not allow longer canals. Or if you make them a district, things would end up like that in most cases anyway.
I was thinking they could be useful only as longish stretches to connect cities to water but I take your point! I haven't really thought about it in much depth, just personally find I'm always short of housing even with a source of fresh water, let alone without.
 
Canals would be nice but there is a lot of other things I would want to see implemented first.
 
I believe that canals are the number one most wanted feature in Civ that would make the very least interesting impact in the game itself.

Their use case would be extremely specific, their tech position quite late, and all to give the dominant naval power a bigger advantage.

I really don’t get why people are so keen on them...

It's simple for me. The map scripts roll (or used to roll) isolated sections of ocean where you couldn't pass from one to the other anywhere in the world. As long as there are ways for a naval unit to traverse the globe, canals aren't strictly necessary. However, it would certainly be nice to construct passages in certain situations. Civ VI seems to be better about not shutting off bodies of water than the last two entries, but it would still add options.

I think they could be implemented similar to the great wall where you can build multiple sections. I might suggest the cost increase prohibitively so as more than a couple together wouldn't be reasonable... but still possible.
 
I think they could be implemented similar to the great wall where you can build multiple sections. I might suggest the cost increase prohibitively so as more than a couple together wouldn't be reasonable... but still possible.
I really like the idea of the cost multiplying as you add them.
 
Or ideologies? I kinda have my doubts... about a Berlin Wall wonder... (well unless maybe... its a national wonder again :D )

There is evidence of new Wonders being tied to governments in the game files. It could be one for communism. And it might have something for the revamped espionage.
 
Canals can mean two very different things. It could be something like Suez or Panama which allows (very) large ships to cross between two different bodies of water. These are short (probably 1-2 tiles civ wide) but are very deep and wide. It can also be a transportation system consisting of a network of channels for barges to transport goods pre-industrial era. These are long (distance between cities in civ) but only a metre of two wide and even shallower.

I'd wager that the first type is more interesting to more people. The second is basically just an early version of railways which appeared a century or two before.

The second type is very common in the Netherlands, though most are very early Industrial era (1800-1850) and typically 5-10 m wide. And I bet a lot of them are wider versions of original canals. They're just great in flat land. Could definitely see a unique version of a canal as a Dutch unique something. (though it'd be a shame not to get Polders again imo)
 
There is evidence of new Wonders being tied to governments in the game files. It could be one for communism. And it might have something for the revamped espionage.
But, it's quite controversal isnt it? Also, how and on what tiles are you going to build it? Around your city? ^^" I'd rather think this wasnt about revolutions and tearing the wall down.
 
Here is a crazy idea.

They have hinted at diplomacy being in the first expansion. Maybe this Berlin Wall thing is a hint at an alt-leader for Germany with diplomatic leader abilities to be a counterpoint to Barbarossa's city-state conquest stuff. Helmut Kohl. He would be the most recent Civ leader yet, but a good choice.
 
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