CANAL Question

Fanticiv

Chieftain
Joined
Jul 28, 2019
Messages
3
Hello Civ Fans. This is literally my first post here to ask a question I did not understand in my last game.

canal.jpg


As you can see in the pic, I cannot build a canal to my city in order my great admiral to set sail to ocean. Altough playing against immortal, I kinda feel myself noob for this :lol:

Anyone can enlighten me why I cannot built a canal? Many thanks.
 
Yes I totally missed that these are hill tiles and thats why I cannot build it. Thank you for the tip:thumbsup:.

Also, I feel it is a shame that you cannot convert hills to flat land in Civ6 because even today's technology has that feature.:confused:

Interesting concept. This board loves to chop everything. What if we could chop hills into flat tiles for a burst of production? Oh dear.
 
I would say that despite the hills, you wouldn't be able to build the canal for other reasons as well: The middle ('bridge') tile has cliffs, which I think blocks building a canal (as they are not flat land).

The tile closest to your city would create a 3-way junction because of the water tile on which you drew your top left arrow. As 3-ways are taboo in society, you may not channel your water.

I hope you have some cattle tiles, cause no milk today...

As a beside: I think the current rules are rubbish. Canals should be able to be(much) longer without having to build a World Wonder for it. As a Dutchman, I spit on these pitiful canals... ;-)
 
I would say that despite the hills, you wouldn't be able to build the canal for other reasons as well: The middle ('bridge') tile has cliffs, which I think blocks building a canal (as they are not flat land).

The tile closest to your city would create a 3-way junction because of the water tile on which you drew your top left arrow. As 3-ways are taboo in society, you may not channel your water.

I hope you have some cattle tiles, cause no milk today...

As a beside: I think the current rules are rubbish. Canals should be able to be(much) longer without having to build a World Wonder for it. As a Dutchman, I spit on these pitiful canals... ;-)

I think one tile is fine - civ tiles are pretty big for scale. Although I wouldn't mind it if canals came a little earlier in the tech tree to unlock, and maybe in the modern/info era, they eased the hill restriction on them. And as with many other things, I'd love to be able to build a canal over a resource or luxury - so many times I'd have the perfect spot for a canal but there's some olives in the way or something, which just spoils things.
 
Interesting concept. This board loves to chop everything. What if we could chop hills into flat tiles for a burst of production? Oh dear.

Could be. Interesting, but I do not thing a mass of hill would have to contribute to production. However, in order to build strategic placements( airstrip or canal etc..) I would like to have the military engineers to be able to remove hills.

FYI if you want to get your admiral to the coast, can move him inside the city and then use the teleport function to move him to another city or harbor on the open water. Useful in these cases where he ends up trapped on a lake.

Amazing! I am 200 hours into Civ6 and never knew about this:lol:. Maybe just because I never trapped my great people to such situation before.

A bonus question; Can you airlift ships from city centre to a different city next to a coast when the tech researched?
 
Other then hills acting as a block to canals (at least you can see those when settling), nothing is worse than getting an unremovable resource (like iron) blocking your way to a wonderful ocean path plan. I do hope they fix both of these handcuffs to reasonable enjoyment of the game. I'm frankly tired of the restarts.
 
Other then hills acting as a block to canals (at least you can see those when settling), nothing is worse than getting an unremovable resource (like iron) blocking your way to a wonderful ocean path plan. I do hope they fix both of these handcuffs to reasonable enjoyment of the game. I'm frankly tired of the restarts.

Even if you got the resources at a penalty. So you could build a district over either a resource or luxury, but you only get 50% returns on it. So Iron yields 1 per turn under a district, 2 per turn under a mountain. Build a district or city over oranges and it only gives luxuries for 2 cities, not 4.That way you don't want to do it always, but you're not worried about an iron deposit stopping you, especially if you're late enough in the game that you're not even using iron anymore.
 
Other then hills acting as a block to canals (at least you can see those when settling), nothing is worse than getting an unremovable resource (like iron) blocking your way to a wonderful ocean path plan. I do hope they fix both of these handcuffs to reasonable enjoyment of the game. I'm frankly tired of the restarts.
I can warmly recommend the "Harvest all resources" mod.
 
I can warmly recommend the "Harvest all resources" mod.
Yeah, I found out today that I have a mod in my pile that allows for that too. I think it's "removable districts", that has resource removal tacked on.

Either that or "resourceful 2", which adds a lot more depth to the resource game.

Slide effect is that you can abuse it. I captured Rome but the location was impossible to hold due to loyalty. So I kept retaking it with an army of builders at my side. Repairing, pillaging until my big Ben was done and I was sick of it. Then I made districts over all the strategic and luxuries to leave a barren city which I then "liberated" back to Rome for a grievance refund.

Serves them right for inventing sewers and bringing culture to the rest of Europe.
 
I wish the requirements for canals was only that one side had to be facing water, another friendly canal or a friendly city, and that players could build out a long canal waterway over time this way. Requiring canals to be one and done is rather frustrating.
 
I can warmly recommend the "Harvest all resources" mod.
Link to one that works with GS?
BTW the Remove districts Mod (at least the one I have) doesn't allow the removal of all resources...can you confirm if your does and link that one @Inlex please? Also I find the Civtas resource mod to be a good bump to what is in the game...Resourceful 2 (IMHO) is just too much "stuff" and a map full of basically the same stuff but with different names and pictures isn't the kind of resources that prove meaningful. I have always loved however the strategic use of Woods (lumber) for the building of things and buildings etc which I really would like to see as its own separate mod.
 
You can try to get that stone tile close to Granada as it seems to be your only chance to conncet your lake with the ocean (that's a grassland right?).

How you do it is up to you, but I think cree had some kind of cultural bomb related to the first caravan they sent from a city.
 
I don't mind geography setting hard limits that last through the game. Civ 2 engineers buzzing around converting plain to peak and back again like it was Populous was fun enough for a while, but back in real life we don't even have a Tehuantepec Canal or even a continuous Panamerican Highway yet.
 
Back
Top Bottom