GoGerbilGo!
Chieftain
- Joined
- Jul 18, 2010
- Messages
- 56
Hello. I just registered here because, now that Civ5 is nearing release, I am starting to scour the forum here to search for any information on the game's features. I have not played previous Civ games for as long as many of you here. The flaws in previous games made me tire of playing them for long. But fanmade Civ4 mods have kept me engrossed. And so I am hopeful that user generated mods will make Civ5 another game worth buying. The two mods I play most are "Fall From Heaven 2" and its modmods and Liambane's "[BTS 3.19] Earth 35 Civilizations MOD (v2.4)."
I would like to comment on the naval-land simultaneous diagonal crossing ability. Several posters to this thread seem to believe that this is not possible in Civ4. I can verify that in Liambane's Earth 35 Mod, this is indeed possible. There are several places on this Civ4 Earth map where this terrain exists and the simultaneous movement is possible, including Greece-Turkey/Black Sea-Aegean Sea; two double bridges at the Isthmus of Panama/Pacific Ocean-Caribbean Sea; Sweden-Denmark/Baltic Sea-North Sea; four double bridges chaining the great lakes of North America; Hainan-Guangdong/Qiongzhou Strait; Hokkaido-Honshu/Sea of Japan-Pacific Ocean; Kyushu-Honshu/Sea of Japan-Pacific Ocean. In fact, there are about 35 such points on this map. And as you can see, it makes sense to have these points on this particular map where naval units can cross one way while land unit the other way. This ability actually offers an alternate way of creating a narrow strait or channel on Civ4 maps than what you are imagining.
To execute a naval crossing at one of these points, you have to actually move your naval unit to the crossing point first. You cannot rally past this point. Land units can, but naval units cannot. In other words, say you have a Crimean port and you have finished producing a ship. You cannot immediately rally it to a port city at Suez. You must first rally it to the near side of the crossing. And only then can you move the ship past the point. Otherwise, the ship will not be able to discover the exit and will be trapped inside the Black Sea. The map does begin with the port city of Constantinople, which you can use as a canal. However, if Lenin does not have a free passage agreement with Justinian, a Crimean caravel may still exit the Black Sea at this point.
Interestingly, although the path finder for the rally cannot discover the exit, AI ships have no difficulty making these crossings, which leads me to believe that AI movement and rally point are not related in the programming. Also, I have found it often necessary in coastal defense and amphibious assault to use these crossing points to cut travel time for my ships. Far from considering it an odd ability, I consider it easy to rationalize. Morevoer, it does add a tad more strategy to the naval game.
I would like to comment on the naval-land simultaneous diagonal crossing ability. Several posters to this thread seem to believe that this is not possible in Civ4. I can verify that in Liambane's Earth 35 Mod, this is indeed possible. There are several places on this Civ4 Earth map where this terrain exists and the simultaneous movement is possible, including Greece-Turkey/Black Sea-Aegean Sea; two double bridges at the Isthmus of Panama/Pacific Ocean-Caribbean Sea; Sweden-Denmark/Baltic Sea-North Sea; four double bridges chaining the great lakes of North America; Hainan-Guangdong/Qiongzhou Strait; Hokkaido-Honshu/Sea of Japan-Pacific Ocean; Kyushu-Honshu/Sea of Japan-Pacific Ocean. In fact, there are about 35 such points on this map. And as you can see, it makes sense to have these points on this particular map where naval units can cross one way while land unit the other way. This ability actually offers an alternate way of creating a narrow strait or channel on Civ4 maps than what you are imagining.
To execute a naval crossing at one of these points, you have to actually move your naval unit to the crossing point first. You cannot rally past this point. Land units can, but naval units cannot. In other words, say you have a Crimean port and you have finished producing a ship. You cannot immediately rally it to a port city at Suez. You must first rally it to the near side of the crossing. And only then can you move the ship past the point. Otherwise, the ship will not be able to discover the exit and will be trapped inside the Black Sea. The map does begin with the port city of Constantinople, which you can use as a canal. However, if Lenin does not have a free passage agreement with Justinian, a Crimean caravel may still exit the Black Sea at this point.
Interestingly, although the path finder for the rally cannot discover the exit, AI ships have no difficulty making these crossings, which leads me to believe that AI movement and rally point are not related in the programming. Also, I have found it often necessary in coastal defense and amphibious assault to use these crossing points to cut travel time for my ships. Far from considering it an odd ability, I consider it easy to rationalize. Morevoer, it does add a tad more strategy to the naval game.