darkdude
Warlord
Interesting topic. So what do we have: Bridges/canals/tunnels in or out? It's a nice thought experiment how you could put them in if you want them at all. So I'll give it a try.
- Bridges; being done in part already over rivers. But how about bridges over coast/sea/ocean squares? Realistic bridges go from one landmass to another landmass closeby. You could put it in and then restrict it to only allow building across coastal and sea squares with a start and end point on different land masses, only allowed to build in a straight line, and comprised of no more than 3 connected bridge squares. Also, they are directional, meaning you cannot use them to travel other than over the intended direction (the straight line between start and end point).
- Canals; to connect two seas (like Panama canal). High cost. Create where two seas are separated by exactly one land tile; define tiles of being in two different oceans by the minimum moves required by sea to go from one square to the other and only allow building when minimum distance is greater than 20. Canals over land: possible to create starting at a coastal square for not-too-large boats; end point not in a coastal square. Limit to length of two squares. Medium cost.
- Tunnels; to connect to land masses (like England-France tunnel) or to go through a mountain. Again, directional, only build in a straight line, maximum of 3 or 4 squares (including start and end point). Start and end point outside the mountain. High cost.
I guess this will be very hard to mod in if at all possible (because it uses some new concepts; so maybe this should be in the Civ 5 suggestions) and you have to take care it's not easily exploitable. It will probably be the hardest of all to teach the AI how to properly use these options.
Another possible civil engineering improvement: claiming some land from the sea. Example: the Netherlands is over 30% below sea level. With levees, dunes, dams and pumping out water the land was claimed and protected over many centuries. Possible implementation by only allowing this for coastal tiles. High cost.
The costs in shields/hammers should prevent abundant use of these improvements.
Well, that was fun
- Bridges; being done in part already over rivers. But how about bridges over coast/sea/ocean squares? Realistic bridges go from one landmass to another landmass closeby. You could put it in and then restrict it to only allow building across coastal and sea squares with a start and end point on different land masses, only allowed to build in a straight line, and comprised of no more than 3 connected bridge squares. Also, they are directional, meaning you cannot use them to travel other than over the intended direction (the straight line between start and end point).
- Canals; to connect two seas (like Panama canal). High cost. Create where two seas are separated by exactly one land tile; define tiles of being in two different oceans by the minimum moves required by sea to go from one square to the other and only allow building when minimum distance is greater than 20. Canals over land: possible to create starting at a coastal square for not-too-large boats; end point not in a coastal square. Limit to length of two squares. Medium cost.
- Tunnels; to connect to land masses (like England-France tunnel) or to go through a mountain. Again, directional, only build in a straight line, maximum of 3 or 4 squares (including start and end point). Start and end point outside the mountain. High cost.
I guess this will be very hard to mod in if at all possible (because it uses some new concepts; so maybe this should be in the Civ 5 suggestions) and you have to take care it's not easily exploitable. It will probably be the hardest of all to teach the AI how to properly use these options.
Another possible civil engineering improvement: claiming some land from the sea. Example: the Netherlands is over 30% below sea level. With levees, dunes, dams and pumping out water the land was claimed and protected over many centuries. Possible implementation by only allowing this for coastal tiles. High cost.
The costs in shields/hammers should prevent abundant use of these improvements.
Well, that was fun
