New age and nearly my entire navy spawned in a land locked lake...

BrianKindly

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This is wild, the age switched over and 4 of my Naval Commanders and many ships spawned in a lake that doesn't have a navigable river out of. Does anyone know if this is on their radar?

Certainly shouldn't be the case, this is a giant waste of what I built up the prior age. Not only the units and their production cost but the fact that they are what carries the "XP" with their promotions and commendations. Shouldn't there be some game logic that says "if water is land locked, don't spawn units here during age transition"? If the logic is as simple as "spread out amongst different water buildings" this is going to continue to be an issue for people.

The alternative of not building water buildings in this type of settlement doesn't feel good either because maybe you want the extra food, gold, production, etc.

1743089169023.png
 
Can't the commanders (when their ships are unloaded) move over land?
 
"During the times of crisis, naval leaders abandoned the dangerous oceans and devoted their efforts to ensuring the inland waters around the capital would forever be 'lacus nostrum', where our navy ruled supreme, unchallenged by pirates or rivals. Only as the empire regained confidence did we once again raise our eyes to the horizon and dare to dream about exerting the same influence across the broader seas. At which point we asked ourselves, 'how the heck do we get our boats from here to there?', a challenge for which even the wisest among us were found lacking."
 
Can't the commanders (when their ships are unloaded) move over land?
Never had the option, just loaded a save and tried a couple ways, no option arose to get them on land. Wouldn't really made sense as they are also a ship.

what about via railroad?
Nope, just loaded a save and put a railroad on the lake and on the ocean coast, as well as making sure both settlements had ports, no option to do so. Which makes sense really lol.
 
So close to having a canal city available to you as well. Especially with navigable rivers, if we could build a canal tile, at least then any gap 3 or less you could bridge, that would probably cover like 90% of the potential cases like above with lakes.
 
So close to having a canal city available to you as well. Especially with navigable rivers, if we could build a canal tile, at least then any gap 3 or less you could bridge, that would probably cover like 90% of the potential cases like above with lakes.
True, but this would still lock your units into a dumb place until you get the tech to do all that
 
True, but this would still lock your units into a dumb place until you get the tech to do all that
Or much earlier.

The earliest canal known, which extended the navigable part of the Nile around a set of rapids, was built in Egypt around 1900 BCE, so extending Navigable Rivers (over flat terrain and single tiles only?) could be Antiquity Tech.

A canal was built (again, over flat terrain) linking the Nile with the Red Sea between 551 and 500 BCE and kept open off and on until around 760 CE before it silted up completely (extra cost for maintaining a Canal over the Desert?) so, late Antiquity a possible Tech to allow canals between bodies of water, again over flat Terrain only.

From about 581 to 1633 CE the Grand Canal in China was built, which wound up over 1700 km long connecting every major river in northern and central China with the sea in the longest navigable river-extending canal in the world. After the 900s CE, included pound locks to raise and lower water levels and boats over rough terrain

1390 - 1397 CE, the Stecknitz Canal connected the North and Baltic Seas with 17 locks lifting the waters over high ground between them. This was one of the first of the 'modern European' canals to extend navigable rivers and connect oceanic bodies of water.

So, depending on what is required for game purposes, a canal extending a navigable river for 1 tile could be possible by early Antiquity, between two bodies of water or navigable rivers for 1 - 2 tiles of flat terrain tiles only by late Antiquity, and (possibly with major expenditure of time and Resources) over several tiles of rough terrain linking two bodies of water or navigable rivers by early Exploration Age.

I suspect it would be easer all around to simply make a 1 - 2 tile flat terrain only canal between seas or extending navigable rivers available with an early Exploration Age tech, which would solve any trapped navies problem. Later in Exploration or at the beginning of Modern Age they could implement a 'Lock' Tech to allow canals over rough terrain.

That model would also tie in neatly with making canals like navigable rivers or ocean for Trade Routes, extending them considerably and increasing the 'profit' on any route, reflecting the great difference in efficiency of boat/ship carrying versus land caravans before railroads.
 
To solve this I can see a few options

1. Water tiles are coded as "access to Open Ocean" or "no access to Open Ocean"....Ships/Fleet Commanders are always placed on tiles with Access if possible (both on Era change and on Construction)

AND/OR

2. Fleet Commanders have the ability to relocate themselves (?and any ships packed with them?) to any Urban Water district in one of your Cities that is not in Unrest... but it should take 10?20? turns.
 
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To solve this I can see a few options

1. Water tiles are coded as "access to Open Ocean" or "no access to open Ocean"....Ships/Fleet Commanders are always placed on tiles with Access if possible (both on Era change and on Construction)

AND/OR

2. Fleet Commanders have the ability to relocate themselves (?and any ships packed with them?) to any Urban Water district in one of your Cities that is not in Unrest... but it should take 10?20? turns.
I think the best solution would be to let player manually place commanders (and bonus boat at the start of exploration). The rest is fine being placed automatically.
 
This is wild, the age switched over and 4 of my Naval Commanders and many ships spawned in a lake that doesn't have a navigable river out of. Does anyone know if this is on their radar?

Certainly shouldn't be the case, this is a giant waste of what I built up the prior age. Not only the units and their production cost but the fact that they are what carries the "XP" with their promotions and commendations. Shouldn't there be some game logic that says "if water is land locked, don't spawn units here during age transition"? If the logic is as simple as "spread out amongst different water buildings" this is going to continue to be an issue for people.

The alternative of not building water buildings in this type of settlement doesn't feel good either because maybe you want the extra food, gold, production, etc.

View attachment 727132
Totally not blaming you, but I find it funny that you have this city where you have built all this marine infrastructure (wharf, shipyard, etc), then you wonder why ships are there. 😂

The game should allow us to select locations for commanders.
 
Totally not blaming you, but I find it funny that you have this city where you have built all this marine infrastructure (wharf, shipyard, etc), then you wonder why ships are there. 😂

The game should allow us to select locations for commanders.
Conquered city, also marine infrastructure has a lot more purpose than just making ships lol
 
This is wild, the age switched over and 4 of my Naval Commanders and many ships spawned in a lake that doesn't have a navigable river out of. Does anyone know if this is on their radar?

Certainly shouldn't be the case, this is a giant waste of what I built up the prior age. Not only the units and their production cost but the fact that they are what carries the "XP" with their promotions and commendations. Shouldn't there be some game logic that says "if water is land locked, don't spawn units here during age transition"? If the logic is as simple as "spread out amongst different water buildings" this is going to continue to be an issue for people.

The alternative of not building water buildings in this type of settlement doesn't feel good either because maybe you want the extra food, gold, production, etc.

View attachment 727132
Which mod provides that nice neat leader summary? Much nicer than the vanilla version!
 
Totally not blaming you, but I find it funny that you have this city where you have built all this marine infrastructure (wharf, shipyard, etc), then you wonder why ships are there.
I'm just glad for navigable rivers!

Screenshot 2025-03-28 222932.png
 
I'm just glad for navigable rivers!

View attachment 727242
And just to note, since the 1.1.1 patch I have seen several much longer navigable rivers on Continents/Continents Plus maps, two of which sprawled across half the continent. If that was due to a change in the map scripting, its another Bonus not specifically mentioned in the patch notes, but very welcome.
 
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Which mod provides that nice neat leader summary? Much nicer than the vanilla version!
 
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