Canals

Many wars and treaties (trade) can be based around canals: Suez Canal, Panama Canal.....
 
Another thought; what if Canals were made to be small wonders. Everytime you wanted to build a canal, you'd have the city nearby where it is to be built, build the small wonder "(name of city) canal" The # of squares this canal will bridge will determine it's cost (50 or 100 shields per square, perhaps.) Then, once the small wonder is build the canal appears along he shortest route between the 2 locations as well as slong the path of least reistance (not through mountain; although it might go throug hills if it were cheaper (hills would cost 150% more per tile than would plains,grassland desert. Forests would coust 125%, but you'd get the shield bonus when they're cleared.)
Once you build the canal you have a new diplomatic option: grant usage. With this you can choose which civs can choose which canals and for how long (10 turns, 20, ect...)
Any thoughts?
 
@crimson238:
This proposal would it make even harder for the AI to determine if and where and how to build a canal.
For matters of simplicity the only way I can see a canal work would be that it were some kind of (very expensive) tile improvement. And even then it would be more than hard to make the AI determine, where a canal is possible, where it would have some strategic importance and after all, where the effort would pay off.
 
Importance of canals would be much greater if it would have anything to do with trade routes. But that would mean different concept of trading. I think trade is one of the weakest points of CivIII, even in CivII it was almost more interesting. I liked trading model in Call to power I and II, well, almost. I guess a combination of all could work.
 
- Canals, huh? CivIV should have them, to say the least, but not in the numbers envisioned by some members. Perhaps at the two-thirds of the cost of a minor wonder?

- Riparian navigation? In Civ, I see no sense in building canals for barges.

- Problems with littoral navigation? Now, that’s so easy that I’m surprised, no one (to my knowledge) has proposed the solution given below. Especially when there is a terrestrial parallel.
Depending on the vessel, coastal navigation should be faster than sea navigation and faster yet than ocean navigation. In this way, our (very) precious distance verisimilitude can be maintained.

qazxc
 
I think that all ships pre-steam should have no movement penalty, but all ships post steam should be dropped to half movement.
 
We're going OT now, let's try to get back to the genuine canal discussion. As I wrote before canals should have a commercial and probably a productive bonus. This would make them interestin for both human players as the AI. I do wish canals to be different from (rail)roads. You should only be allowed to dig canals on 8 of the 21 city tiles. In this way you assure canals can be connected to other cities wherever they may be in relation to the city where you build your canals.
 
I'm new to this forum, but I think this is a great idea. It frustrates me that you can't go up river with a small boat in CivIII. Seems like you should be able to, for some reason...
 
Only since Civ3 and I don't see why that should be THE reason why it can't be done.
 
From what I've heard on the latest screenies from cIV, the rivers are still between tiles. So, this doesn't look like a likely option. :mad: :wallbash:
 
MattII said:
Yes, but one of the reasons you can't do it is because rivers are on the borders of squares.
Yeah, that's not a good enough reason. They didn't have to do it that way...
 
can canals be entirely man made or do they have to be constructed over an exsiting river? i dont know much about engineering :(
 
They can be entirely man-made but they need to have access to existing water to fill it naturally. The French dug a canal from West-France to South France in the 17th (18th?) century (Canal du Midi). I thought it's filled with water from a river and it connects the Golf of Biskaje with the Mediterranean Sea.
 
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