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City bombardment!

We're moving off-topic now but, perhaps we should make them act as docks and have the movement terminate in that tile? That way there are still chokepoints in place and enemy units can't just sail on through without hindrance.

Even more offtopic, but at that point you might just as well allow movement of ships over railroad.
 
Off your medication then? :)

Ships on rail! That's one out-of-left-field idea.

Well, if you can't build canals, and you can't sail the rivers, you need some way to get those ships from the inland sea to the outland sea (Yeah, Zangar sea).
 
Well, if you can't build canals, and you can't sail the rivers, you need some way to get those ships from the inland sea to the outland sea (Yeah, Zangar sea).

But we are still keeping the canal system aren't we? I just meant movement through a canal expends all points, to mimic the management needed to handle all the shipping passing through. Dropping the canal system seems a backward step if that is the case.
 
But we are still keeping the canal system aren't we? I just meant movement through a canal expends all points, to mimic the management needed to handle all the shipping passing through. Dropping the canal system seems a backward step if that is the case.

Canals can, and should, only be one-tile wide. That was the original intent, and that's the way it'll be in the next version.

The abstraction of civ means that each tile is dozens, maybe hundreds of miles wide. Multi-tile canals are impractical and, as I noted above, they favor the human over the AI on a gross level. It's simply an exploit. Hilarious, impressive, and neat, but an exploit.

G
 
I really like that you can´t fire from boats in Cities anymore in the new beta!!

Thats soo nice!!!


But another thing, what about that some ships can capture cities? (like Destroyers)

I don´t really like that, its to easy somethimes!!
 
awww, but canals are fun

what about a compromise? by only allowing ships to enter forts and citadels that are directly next to a body of water, this way we can have 'dry canals' of of max of length 3 like so

coast fort city fort coast

and if lucky with lakes we can have something like

coast fort lake city fort lake fort coast

but we cannot have arbitrary length canals like fort citadel fort citadel fort....

basically the fort/citadel has to touch water in the first place for ships to enter, this way the length is restricted by the map and can become opportunistic fun puzzles to solve when the circumstances are right, but wont always be available
 
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