I would like to open a discussion about canals, the advantages and disadvantages of their current implementation and where we would like to go with them (see also the discussion in Proposal (2-91), from which I've taken some arguments and ideas). Let me start with a recap of the current implementation:
- Owned Forts, Citadels and Cities count as canals (i.e. are accessible for owned naval units) if they are next to a water tile
- this implies in particular that the maximum length of a (useful) canal is 2
- Canals are accessible for owned and foreign cargo ships
- Cities that are next to a lake can build naval ships if (and only if) the lake is connected to the ocean with a canal
- Cities that are next to a lake cannot build coastal buildings (lighthouses etc.) under any circumstances
Problems / edge cases with this implementation:
- Cities that can't be attacked from the ocean can produce naval ships, which can be seen as unfair
- lake cities connected by a canal are a hybrid: they can build ships, but no coastal buildings. why?
- the current system can be abused to cancel sea trade routes before they are finished (by replacing a fort with another improvement)
The problem with cargo ships (if it is seen as a major abuse) could be solved by making canals inaccessible to cargo ships. On the other hand, canals could be made indestructible, or at least require more time to destroy (this would require a new game mechanic. would it be worth it?). The hybrid status of lake cities with canals can be changed in both directions: by allowing coastal buildings in those cities, or by prohibiting the construction of ships in lake cities altogether.
The fact that canals are accessible for owned ships and not for foreign ones makes then situationally a strong advantage in defensive wars. If desired, we could discuss opening canals also to foreign ships (afaik there's even an SQL option for this currently, but I don't know if it works).
The issues with the current implementation of canals would gain more significance if we wanted to buff canals by making them connect also non-lake cities to the ocean.
Lastly, canals could also be completely reworked, separated from the current fort/citadel system and offered as a separate improvement like in this mod.
What are your thoughts about the topic and the issues mentioned here? And what is your opinion on which direction we should go with canals? Do you want them to be buildable in more situations or give more benefits to them, or do you feel that they are currently already too strong and that the current system is already too exploitable?
- Owned Forts, Citadels and Cities count as canals (i.e. are accessible for owned naval units) if they are next to a water tile
- this implies in particular that the maximum length of a (useful) canal is 2
- Canals are accessible for owned and foreign cargo ships
- Cities that are next to a lake can build naval ships if (and only if) the lake is connected to the ocean with a canal
- Cities that are next to a lake cannot build coastal buildings (lighthouses etc.) under any circumstances
Problems / edge cases with this implementation:
- Cities that can't be attacked from the ocean can produce naval ships, which can be seen as unfair
- lake cities connected by a canal are a hybrid: they can build ships, but no coastal buildings. why?
- the current system can be abused to cancel sea trade routes before they are finished (by replacing a fort with another improvement)
The problem with cargo ships (if it is seen as a major abuse) could be solved by making canals inaccessible to cargo ships. On the other hand, canals could be made indestructible, or at least require more time to destroy (this would require a new game mechanic. would it be worth it?). The hybrid status of lake cities with canals can be changed in both directions: by allowing coastal buildings in those cities, or by prohibiting the construction of ships in lake cities altogether.
The fact that canals are accessible for owned ships and not for foreign ones makes then situationally a strong advantage in defensive wars. If desired, we could discuss opening canals also to foreign ships (afaik there's even an SQL option for this currently, but I don't know if it works).
The issues with the current implementation of canals would gain more significance if we wanted to buff canals by making them connect also non-lake cities to the ocean.
Lastly, canals could also be completely reworked, separated from the current fort/citadel system and offered as a separate improvement like in this mod.
What are your thoughts about the topic and the issues mentioned here? And what is your opinion on which direction we should go with canals? Do you want them to be buildable in more situations or give more benefits to them, or do you feel that they are currently already too strong and that the current system is already too exploitable?