In Civ 2 rivers were on tiles and facilitated movement, in Civ3 and 4 they were between tiles and hindered movement (though too such a small extent they might as well had left it out) and added defence (also a rather useless effect as they're too easy to avoid). Both these approaches reflects qualities of rivers, but why not try let rivers both act as a liability or a blessing depending on which way you travel? I'll give it a go.
Just keep in mind here that I'm thinking about big navigable rivers here, of the kind where you can sail a decent-sized boat, but where you also need a vessel of some kind to cross. I'm using a hex grid for my illustrations because I'm a hex-fanatic and happen to think they would work best for this purpose, bt with a little imagination I think that this idea would work with squares too.
Here's the idea: Rivers are on tiles rather than between them. When a unit moves onto a river tile it cannot cross it that turn with any remaining move points. In order to cross, it must stand still on the river tile for one turn (building rafts or something similar) After this turn, it can move freely across the river, but it will also have extra movement along the river (as the unit now travels on rafts or boats).
In effect, the river tile is split into 2, and the unit stands on one of the banks. It does however occupy the whole tile against enemies. This must be represented by some clear but simple graphics, as must wether a unit is rafted or not. A unit standing on a river tile will get defence bonus against all enemies coming from the other side of the river. Rafted enemies are considered to occupy both banks, so you will not get a defence bonus against them (imagine they can disembark on the right side, and then approach the enemy).
Bridges will now be built on tiles, and should be an exensive improvement that preferably requires some kind of upkeep (so they wont be built anywhere). This should make bridges important tactical features in combat. To make them even more so we could (just brainstorming):
- Let rafts take even longer to build (2 or 3 turns?)
- Let units have a negative defence modifier while they're building rafts (they are out in the open and busy)
Perhaps we might finally see some important bridge-busting paratroopers?
There is one problem I immideately see with this idea, and that is when a non-rafted unit is on a bridge tile and walks along the river, the player must have a way of deciding which bank the unit will walk on. With go to command it isn't a problem, just shift the target arrow enough to one side so it is clear which bank it is on. With numpad however, it becomes a bit more difficult to give the order... (But I guess we all use laptops now anyway?
)
To illustrate:
In fig1 (turn 1) a move 2 unit wishes to cross the river. The light green area is the unit's possible moves. It cannot cross this turn, but chooses to walk up to the river.
Fig2 (turn 2) The unit still cannot cross the river, but chooses to use this turn standing still and building rafts.
Fig3 (turn 3) The unit is now rafted, and can move freely. In addition, it has extra movement along the river, which lasts until it chooses to leave the river.
Just keep in mind here that I'm thinking about big navigable rivers here, of the kind where you can sail a decent-sized boat, but where you also need a vessel of some kind to cross. I'm using a hex grid for my illustrations because I'm a hex-fanatic and happen to think they would work best for this purpose, bt with a little imagination I think that this idea would work with squares too.
Here's the idea: Rivers are on tiles rather than between them. When a unit moves onto a river tile it cannot cross it that turn with any remaining move points. In order to cross, it must stand still on the river tile for one turn (building rafts or something similar) After this turn, it can move freely across the river, but it will also have extra movement along the river (as the unit now travels on rafts or boats).
In effect, the river tile is split into 2, and the unit stands on one of the banks. It does however occupy the whole tile against enemies. This must be represented by some clear but simple graphics, as must wether a unit is rafted or not. A unit standing on a river tile will get defence bonus against all enemies coming from the other side of the river. Rafted enemies are considered to occupy both banks, so you will not get a defence bonus against them (imagine they can disembark on the right side, and then approach the enemy).
Bridges will now be built on tiles, and should be an exensive improvement that preferably requires some kind of upkeep (so they wont be built anywhere). This should make bridges important tactical features in combat. To make them even more so we could (just brainstorming):
- Let rafts take even longer to build (2 or 3 turns?)
- Let units have a negative defence modifier while they're building rafts (they are out in the open and busy)
Perhaps we might finally see some important bridge-busting paratroopers?
There is one problem I immideately see with this idea, and that is when a non-rafted unit is on a bridge tile and walks along the river, the player must have a way of deciding which bank the unit will walk on. With go to command it isn't a problem, just shift the target arrow enough to one side so it is clear which bank it is on. With numpad however, it becomes a bit more difficult to give the order... (But I guess we all use laptops now anyway?

To illustrate:
In fig1 (turn 1) a move 2 unit wishes to cross the river. The light green area is the unit's possible moves. It cannot cross this turn, but chooses to walk up to the river.
Fig2 (turn 2) The unit still cannot cross the river, but chooses to use this turn standing still and building rafts.
Fig3 (turn 3) The unit is now rafted, and can move freely. In addition, it has extra movement along the river, which lasts until it chooses to leave the river.