Panama Canal

I don't think canals should cover every inch of land (that's not always realistic). Canals should be able to be placed when there's X amount of water tiles surrounding it. (i.e., between 2 coastal tiles, or between a coastal tile and a city). The problem with canals all over the land is playability. Players will keep all of their ships inland, out of harms way (especially in MP).
 
Originally posted by civarchitect
A small wonder I would like to see added is the Panama Canal. It would be nice to add a water tile to a city that is only one square from being a choke point on a conitnent so that the already too slow ships don't have to sail all the way around.

I agree.
 
I think a way to limit the overuse would be to have the worker disappear after it's built like the outposts in c3c. If your worker force keeps diminishing everytime you build one players will think twice. Maybe even mak it cost two workers per tile.

I don't think the game is set up to charge maintainence on tile improvements but I'm not sure - maybe that would be a good upgrade?
 
House made solution: make a city in the "tactical square". THen you will be able to cross this square as if it were sea. I love to do that :D but the proble m is that it's not realistic and that it's ood that you can do continent crossing since the ancient age.
 
Then Romans used to drag their ships across the suez, so it's not that unrealistic. Nero even tried cutting a canal through there.

By the way, Magellan's Expedition was Portuguese...
 
Originally posted by Mr Black
Hi!

Always a great idea, when it's brought up. :goodjob:

I also wish we could make canals several tiles inland, like in real life. "ERIE CANAL"

I hate to bring it up but the Eire Canal couldn't hold anything more than a galley, canals that can hold later ships are rare and would still be unable to handle Modern Age ships and some Industrial ships. I would however love to have "Panama Canal" and "Suez Canal" wonders, though.
 
Maybe it could be a worker action that takes a worker six turns with all the modern advances, in democracy, and uses up all workers used to make them. Also, canals should only enterable by friendly troops, of course, if the tile with them is opcupied by a ground unit, sea units from that civilization, and only that civilization can go through it. Of course, the canal should have a terrain penalty, and ends the movement of any units passing them in modern times. So, if a modern armour with two moves left crosess over a canal, then it should be reduced to 0 movement, and be done for that turn. How's that sound?
 
I think the main points should be:

1. to limit the number of land squares a canal could cross (i.e. a maximum canal length, possibly related to map size.)

2. to provide no bonuses for building a canal and, if a canal is built through a square no other terrain modifications should be possible.

3. Canal squares should, for movement purposes, be treated as mountains (as above post.)

4. Other civilisations shouldn't be able to use them unless they have an RoP.
 
Originally posted by Chieftess
I don't think canals should cover every inch of land (that's not always realistic). Canals should be able to be placed when there's X amount of water tiles surrounding it. (i.e., between 2 coastal tiles, or between a coastal tile and a city). The problem with canals all over the land is playability. Players will keep all of their ships inland, out of harms way (especially in MP).

Canals should also override the current terrain improvement.
But I'm not sure I like the idea of canals in Civ3...
 
Ooops.

5. Canal building should be a technology requiring, sanitation and steam power.
 
As Balastulin said, canals should be treated as mountains, but even if you have a railroad over them, it should cost 3 movement points. I also would recoment having them cost around 7, because of possible modding of very fast units, and armies (they get an extra movement point now). I agree with all of your other points. Except that there should be a limit. It should be that a square with a canal can branch off to one otehr square. If you tell it to branch off to another, it asks if you want to remove the terrain improvements on that square (see post #28) and if you want to remove the canal on the other sqaure. In which case that other sqaures old terrain improvements are not restored. But again, if an enemy units occupies a sqaure with a canal, they should be able to use it (for obvious reasons). Also, canal can be pillaged!
 
Good points, though maybe the limit should be:

Tiny - two squares
Small - three squares
Standard, Large - four squares
Huge - five squares

And maybe 'Canal Building' technology would enable the building of a 'Great Canal' small wonder as was suggested at the start of this thread. Digging Canals would only be possible after this wonder is built. This would have the twofold advantage of ensuring only people who really need the canals would build them and 2) make them more expensive to build. The small wonder would of course only be built on sea squares.

Post it to your C3C Patch thread!
 
Originally posted by Balastulin


I believe the point of this thread is for ocean-going vessels though, similar to Panama, Suez, Kiel canals

Kiel residents are flattered and cajoled, hence they can't help to just agree to your points.
 
Originally posted by Chieftess
Players will keep all of their ships inland, out of harms way (especially in MP).
They'd be sitting ducks to air attack, like in the ww2pacific Conquest...
 
Originally posted by El Cid
Why don't you just build a lot of cities next to each other. They will then form a "canal"!

Cities have to have at least 1 square between them.
 
This maybe slightly off topic, but can we make the world a sphere, not a cylendar while we are at it?
 
I would do several things, to make canals possible.

1. make them cost 1000 gold per square
2. allow them only in grassland, desert or plains
3. allow a maximum of 4 squares
 
Back
Top Bottom