Is there any possible way to have roads be on Sea tiles?

From memory they provide access to resources that are on water tiles the same way the would with resources on land but do not increase the movement of sea units or allow land units to move on water.

I thought you needed an extended editor to do it but maybe the standard editor allows it also?

There is a very old thread on the topic. Cities can also go on water tiles.
 
I think it does increase movement of sea units, as I seem to remember one of the old Star Wars mods used water Railroads as trade routes. It's been a while, and I never did any of the testing myself.
 
No, unfortunatly roads at sea do not increase movements. And they do not make ocean travel safe for early ships.

They enable trade over ocean before navigation or magnetism.

It is also possible to connect resources on uninhabitable islands (Mountains) with a combination of land and sea workers.

And sea cities are possible, but not recommended. The KI can not build them, but they can capture them with both ships and land units, while the player can build them, but is unable to capture or defend them (ships and land units in the city simply surrender and vanish).

https://forums.civfanatics.com/threads/civ-3-work-boats.551651/

Using Qunitillus editor one can also activate the "AI Strategy" of Terraform on sea workers, so that the KI will actually build roads and colonies (oil at sea).
 
I think you can use infantry workers on transports to do sea terrain if you use the setup from This Thread.
Alternatively, you could make a diver unit (Tactical Nuke) that can be deployed from a submarine.
But there is no need to do that. You can wake up unaltered workers on a transport ship for work at sea. ;)

Unfortunatly the KI is not using land workers onboard ships. So they (and the player) can build Fishing Boats (Map Making) and Supply Ships (Combustion) in my mess... ehm... mod for building trade routes and colonies on oil fields.
 
The reason why seaworkers, that can be done with the Quintillus editor, didn´t make it into the public download of CCM2 was, that the AI disbanded them frequently in the game without any reason, even when they were set nondisbandable and not needing any support costs.
 
I think it does increase movement of sea units, as I seem to remember one of the old Star Wars mods used water Railroads as trade routes. It's been a while, and I never did any of the testing myself.

yeah , one did with "hyperlanes" . Rate of movement much increased but don't remember if they allowed trade . Was among the first scenarios ı had on the computer back in the day , ı should look for it perhaps .

sad to read the human player can not capture sea cities , was going to have them a lot .
 
meant to look up for this . Though ı do have an unease . Found it in a folder where ı had saved scenarios when the then CIV III had started showing a bug ; .INI files disappearing . ı deleted the entire game seeing that . Anyhow , Sea terrain is named as Deep Space . Its landmark form is called Hyperlanes . Tile Values for Deep Space is 0-0-0 while it becomes 0-0-5 for Hyperlanes , respectively for food , shields and commerce . ı can't see whether any ships have ignore movement cost thing for increased travel rates .

no option for uploading "Star Wars; Galactic Civil War.biq" ? But ı will add it as a .rar , which works as far as ı know , in case there is a need .
 
Back
Top Bottom