While I don't mind the limitations of having to using forts/citadels, thus limiting you to a 2 hex canal (because if the city or fort/citadel doesnt touch water, it will not consider it legal movement)We can also have actual canals instead of using forts/citadels, if bridges are being made.
Ok. Well youve been here for a hot minute. And a barely contribute since I only do like 4 marathon plays per year.
How can we get the ball rolling or at least find someone that can do the actual work. Even if it's just a simple mod for my personal use and not something incorporated into VP. What do we do now?
GitHub probably best bet to request change to how these features work for now
While I don't mind the limitations of having to using forts/citadels, thus limiting you to a 2 hex canal (because if the city or fort/citadel doesnt touch water, it will not consider it legal movement)
having an actual canal and bridge with the improvement art to go with it would very appreciated.
imo the way VP handles canals is best available -- besides these placement quirks, idk how it can evaluate between needing a fort vs canalThe only problem is I don't see where you can limit it to only one adjacent improvement, and with the requirement for coasts, the AI is plopping them like Moais. Figured it might take some lua if I want placement to be right, and I still don't know how the AI would treat it.
sure you do, you made an account here and posted, you can do same thereWhile I do understand what Github his, I have never made a request there and would not know how to even begin to do that.