Defending a city would be much more effective as it has the option of building additional defensive structures vs land, sea and air raids. Cities also allow defending units to heal (faster with improvements). Unless a canal also gives you additional defensive benefits (not including terrain defensive bonus), the only way I can see it being effectively controlled and defended is either by having best available defenders on it, defend in numbers (unit stacks) and/or create fortresses/barricades (if it even allows it on an already improved tile , canal being a tile improvement)Marla_Singer said:First, about the problem of a canal being "international", it's obvious that those both land and see units should be able to go on that canal tile, as SmartJock told. The only thing you would need to do in order to control the canal would be to place a land unit on it
If that's the case, that would prove beneficial. If canals were an option, in a situation that requires 2-tile canals, I would still prefer to build a CITY-CANAL combo. Those who are suggesting for 3-max-tile canals, I would use a CITY-CANAL-CITY combo or CANAL-CITY-CANAL comboMarla_Singer said:Second, the canal would be good for many things. As I imagine it, why making it necessarily only one tile ? Maybe that canal could be 2-tile long (not more of course in order to not be able to make a canal crossing a whole continent). You cannot place two cities right next to each other

In such a case, it certainly would not be possible to build a canal-city while the enemy city remained there.Marla_Singer said:Third, often you capute ennemy cities which are placed right next to the location of a "canal city". You have to destroy that city in order to build a new one right beside in order to make it a canal city. Such a useless waste doesn't sound realy accurate
If I'm in no position to wage war (i.e. weak military), I would not try to destroy that city. I would rather let it remain to keep the peace and let my ships go the long way around.
If I'm in a good position to wage war, I would opt to destroy that city located next to that land that I need to make the canal-city and raze it to the ground. If it would be more beneficial to keep that city rather than destroy it, then I would rather have that city within my empire rather than have a city-canal.
In this kind of situation, an option of building canals would certainly be of benefit. I would still build city-canals as my preference if the situation permitted it.
Ahh yes, the problems with the AI. I also have NEVER seen them build canal-cities. The only way I could see a canal-city under the AI's control without them building it themselves is if they flipped/invaded the player cities. And even then, I'm not sure if they would even use it as a canal.Marla_Singer said:And finally, Fourth, the AI NEVER build canal cities. This is an obvious advantage of man over the AI. In case we are able to build canals, the AI could be able to exploit this
There's nothing I can do about that. It could probably be added to the list of AI limitations that requiring fixing and hopefully get them addressed in future Civ games.
My canal-cities have no such limitationsjwijn said:1. Canals may be built starting with Construction but may only cross one tile and only two boats may use the canal per turn

In a game with canals, if such a formula existed, I would just use cities (no Contruction Tech required)
Again, city-canals have it over standard canals.jwijn said:2. With Engineering, multiple boats may use the canal per turn
In a game with canals, I would just build a city with a canal next to it. Take all the benefits I can get with what cities provide. It also keeps that "canal" outside the city very close for defensive purposes. Once again, I would find myself ONLY using 2-canal tile improvements as temporary solutions (i.e. no Settlers) before I build my CITY-CANAL combo.jwijn said:3. With Steam Power canals may cross 2 tiles
Unless you include some kind of limitation such as "canals cannot be built next to a city" (which would probably frustrate those who want canals next to cities), I will stick with city-canals
Apart from my preference to city-canals, I think your idea is greatjwijn said:What do you think?

If you can come up with a system that would detract me from my attachment to city-canals, I'll find your current suggestion even better

While not entirely accurate from a historical perspective, I don't think it would hurt the game if we thought of ships and canals having a linear progression. By the time you are able to build bigger and better ships, the canal improvements would follow suit.Deep_Blue said:what about the size of ships that can cross a canal? for example a could an Aircraft Carrier pass?
Maybe there's no problem with modern canals but ancient canals have smaller width
-Pacifist-
"There are no shortcuts to any place worth going" -Beverly Sills