Complete overhaul of river system

Uh hi, reality check. My city is up a river from San Francisco and the shipyard here (since closed) built a battleship, do tell what is bigger than a Battleship. (My city also holds the record for building a destroyer which stands at 17.5 days)

An aircraft carrier. :p

Anyway, probably doesn't mean that the entire river is navigable by a battleship.

IMO, allowing naval ships to navigate rivers would perhaps add a little too much complication to the system (given rivers aren't tiles).
 
MOST succesfull cities are build near rivers. rivers shoul dbe much more important. not only for food, but also for trading. (and also for easier defense).

Rivers were the PRIMARY TRANSPORTATION METHOD until railroads! (Heavy goods are MUCH easier transported using boats on a river then for example, carts pulled by horses or oxes)


want proof?

London
Ancient Egypt (entire egypt basicly)
Paris
Amsterdam
Rotterdam
Antwerpen
Shanghai
Bombay (also known as Mumbay)

All those cities (and much more) are build near a river.

Name any mayor cities that AREN'T near a river.

Even MOSCOW, which is in the middle of russia (well not really the middle, but it's not exactly close to the sea either) is build next to a river.
 
I have a solution to this issue (that I and others have previously suggested), but it's a very complex one, requiring a complete overhaul of the trade system. Trade routes as they are are really not of great importance. You do not really have any influence over trade routes. By making a system whereby trade routes, although automated, are visible and customisable, and have varying outputs, depending on the expediency of the route taken, you would allow for a far more complex trade system. Add to this the importance of rivers, and you now have a use for rivers as very effective trade routes, and therefore very effective economic tools in the game.
 
(sorry if this has been mentioned. I only read the OP)

Infantry units moving next to rivers after a tech, ie sailing, should get +50% to +100% movement, units crossing rivers should automatically end their turn. Unless its a flying unit.
 
(sorry if this has been mentioned. I only read the OP)

Infantry units moving next to rivers after a tech, ie sailing, should get +50% to +100% movement, units crossing rivers should automatically end their turn. Unless its a flying unit.

Yep, but the movement penalty is countered should their be a city on the river tile being crossed or a bridge improvement.
 
There's several graphical challenges to having a unit on a tile, but only on one side of the river - I think the movement ideas (which I really like) are better accomplished by keeping the rivers in between tiles. (And trade routes should certainly follow rivers.

As far as military ships go, yes, they can certainly go up navigable rivers. But - game-play wise, I'm not sure if it's something we want. Besides - that really hasn't happened in real life since the viking raids on Rome; and I just see the ability being abused by players left and right.
 
In BTS, the AI figuring out modern trade systems on any large map was unbelievable painful.. something like 75% of the turn time was optimizing trade. So I don't think I want to go for a complicated customizable system if it can be avoided.. particularly since I like being able to play big maps (Giant is too small right now IMHO).
 
In BTS, the AI figuring out modern trade systems on any large map was unbelievable painful.. something like 75% of the turn time was optimizing trade. So I don't think I want to go for a complicated customizable system if it can be avoided.. particularly since I like being able to play big maps (Giant is too small right now IMHO).

I can't imagine that to be true - I would think that automated workers, who have to search the whole civ's cultural boarders for a target to improve, prioritize potential improvements, and path-find their way there were a lot worse.

That said . . . your point is a concern of mine when figuring trade routes, though it doesn't seem like it should be so hard, especially if they're civ-to-civ and not city-to-city. (I'm not sure what "customizable" means in this context - seems that you'd always want the shortest one. And if the choice is obvious, why make the player make it?).
 
I've been a long-time advocate of navigable rivers within tiles and unnavigable ones between them, as well as canals.

I like most of these suggestions. Canals should be hard to build and expensive to maintain.

Great thread.
 
I've been a long-time advocate of navigable rivers within tiles and unnavigable ones between them, as well as canals.

I like most of these suggestions. Canals should be hard to build and expensive to maintain.

Great thread.

Thanks for your nice comment. I agree with you on the canals factor about expensiveness to maintain. This new river system would also allow lakeside cities to produce naval units, if the city is connected to the ocean by a river.
 
Would it be possible to have rivers as three mini tiles within a tile?

I think subdividing tiles would create more problems than it solves. Would the three tiles be of equal size, and which one would be the river? Would you have one unit on each mini tile? How would this tie in with tile yields and improvements?
 
I'm all for making rivers more important, like if you focalize on building cities on them. I don't know, this feeling of building cities next to the same river by necessity kicks my ass. :)

Also, simulate groundwaters. Entire cities can be built on deserts if they have good groundwaters, like Las Vegas.

Maybe some groundwaters can't be accessed early, but building a small city here would help securing the area... a tiny Western village could turn into a great megalopole! :)
 
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