irrigation grids etc...

murewa

Warlord
Joined
Jun 30, 2002
Messages
147
the guys at FIRAXIS should have put a grid-ing option that shows irrigateable tiles. or at the least give the proper label for fresh water tiles. it's quite annoying to have to check with a worker which tiles can be irrigated.

it's the small things that count...
 
But, looking at an inland lake, above a certain size they become saltwater. How do you tell if it is freshwater or not ?
 
Ben
If it's light blue then it's fresh water, anything other than light blue (the same color blue that the ocean is next to your coast)
then it is salt water
:cool:
 
This comment came up on another forum in their GotM. The size of the body water seems to play a part.
 
If it's light blue then it's fresh water, anything other than light blue (the same color blue that the ocean is next to your coast)

Sabo, thanks !
 
Will be in the FAQ once I fing time, it is also checkable via right-click, if it gives two commerce it's fresh water.
 
There is also some confusion about being diagonally adjacent to rivers. Sometimes you can irrigate such a square, sometimes not. It's frustrating when you build a city that looks like it's next to a river but 50 turns later you need an aquaduct. I think the secret is to click on the square you are thinking about building a city on to see if it has one extra commerce.
 
Originally posted by Lt. 'Killer' M.
Will be in the FAQ once I fing time, it is also checkable via right-click, if it gives two commerce it's fresh water.

not true, only rivers give +1 commerce, freshwater lakes do not
 
Originally posted by Exsanguination


not true, only rivers give +1 commerce, freshwater lakes do not

Not true, you seemingly mix this up. Just checked, fresh water lakes give 2 food, 2 commerce, while salt water lakes (i.e. with at least one tile NOT being coastal) give only one commerce!
 
to clarify: if ALL the tiles in the lake in question are coastal, it is fresh water.

as for the problem sumthinelse mentioned: it has to do with the way the springs are displayed. In my experience, diagonally only counts if the river in question doesn't stem from the tile in question (i.e. the mountain). If it does, it will not count 8and you can check via right-click).
 
hmm... thanks all... good points. now to apply them...
 
Originally posted by sumthinelse
There is also some confusion about being diagonally adjacent to rivers. Sometimes you can irrigate such a square, sometimes not. It's frustrating when you build a city that looks like it's next to a river but 50 turns later you need an aquaduct. I think the secret is to click on the square you are thinking about building a city on to see if it has one extra commerce.

That is correct. If it has an extra commerce, it is considered next to a river. If it is a fresh water lake, it will have two food.
 
I'm far too lazy to look up the thread (and can't remember exactly where I saw it -- could even have been on another site), but an "official" Firaxian comment (after some confusion) confirmed that it is not the nature of the "lake tiles" that determines fresh vs. salt water, but the size of the lake -- 21 tiles or less = fresh water; 22 tiles or more = salt water. This is supposedly true no matter how many tiles are "coastal", "sea," or "ocean."

I don't swear to it; just reporting the facts, ma'am.
 
quote:

Originally posted by notyoueither
21 seems to be the magic number.

20 coastal tiles, no ships, no harbour, no Lighthouse.

21 coastal tiles, ships yes, harbour yes, Lighthouse yes.

Took quite awhile of noodling around to find this. Was at work. Not there now. You can verify with your own editors if you wish.



nye has hit the nail on the head. I just talked to Soren and found out that the cutoff point for determining the difference between a large lake and an inland sea is 20/21 tiles. There is (despite something I may have posted either here or on the "other" forum ) no correlation with regards to the depth of the water, only the size.

Speedy
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