Forts and Citadels as Canals

Stangle Khan

Warlord
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Spoiler :
DE78FD6202262CD0FE6EB2BCFDD19A72824FDF8D


So an oddity I came across after I built this monstrosity (I'm playing as Rome, I have to do something with all those Great Generals). Seems that the ship becomes affected by terrain features. The hills take 2 movement, rivers take all movement, roads speed movement etc.
 
Think of it as carrying a ship no? Would it not be harder to carry it on top of a hill than flatlands?
 
Spoiler :
DE78FD6202262CD0FE6EB2BCFDD19A72824FDF8D


So an oddity I came across after I built this monstrosity (I'm playing as Rome, I have to do something with all those Great Generals). Seems that the ship becomes affected by terrain features. The hills take 2 movement, rivers take all movement, roads speed movement etc.

If this were Catan, you'd win the 'Longest Road' award. Canal in this case. You get the idea.

In other words, that's one long !^%$ canal! :)


G
 
If this were Catan, you'd win the 'Longest Road' award. Canal in this case. You get the idea.

In other words, that's one long !^%$ canal! :)


G

Haha yea, due to my warmongering ways I needed to secure a nice route to the Atlantic once everyone denounces me. It was kind of tricky though, being as forts can't be adjacent to forts or built on resources and that citadels can't be built next to citadels.
 
I thought I was doing well with a 5 tile canal using a city, 2 forts, and 2 citadels. This is a thing of beauty.

Think of it as carrying a ship no? Would it not be harder to carry it on top of a hill than flatlands?

Generally, canals that must go through such places either cut through the hill or build locks to lift ships over it.
 
So can that city build ships and coastal buildings? It probably wouldn't make any difference in this particular case, but it could for inland cities that have aquatic resources in their workable radius.
 
So can that city build ships and coastal buildings? It probably wouldn't make any difference in this particular case, but it could for inland cities that have aquatic resources in their workable radius.

That's why you play as denmark and have the unique lighthouse that can be built inland :D
 
Congratulations, you unlocked the achievement: "The Maginot Wall", China and France are in awe of your engineering skill.
I wonder what lurks behind those mountains to instill so much fear in the hearts of the roman citizens ?
 
Ha! Badass!
 
All right, so my complaint in the other thread is nil.
Gazebos challenge is over, Khan has won. :worship:
That is a piece of work.
 
In the latest beta (3/1) I can't seem to make canals using forts adjacent to citadels. The single fort or citadel works fine, but the ship can't move into the next tile. I also can't get a ship to enter a fort or citadel next to a coastal city.

Anyone else have that problem or any suggestions as to what I might be doing wrong?
 
In the latest beta (3/1) I can't seem to make canals using forts adjacent to citadels. The single fort or citadel works fine, but the ship can't move into the next tile. I also can't get a ship to enter a fort or citadel next to a coastal city.

Anyone else have that problem or any suggestions as to what I might be doing wrong?

That's an intended change.

While G liked cheesiness like the canal above in a certain way, it was something that was never intended and can't be used by the AI. So while it's a beautiful exploit, it's still an exploit.
For a similar reason, ships "docked in a harbor" (ships on city or fortress tiles) can no longer participate in combat.

I will miss both "features", but I understand that using them provided an unfair advantage over the AI.
Plus it's more realistic now.
 
What about 2 tiles, one fort one citadel?

If both tiles are coastal, then it should work.

If I've understood it correctly you can do: Coast - Fort - City - Fort - Coast.
But not: Coast - City - Fort - Citadel - Coast.
 
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