Note that normally tunnels don't end directly at the coast AFAIK but continue underground for several kilometers; enough to justfy having a different kind of route on the land tile, like an adapter.
1) Routes have a linear upgrade path. If you add a new route the AI and automatic workers will upgrade all lesser routes to it and then when they have the technology they will replace the route with the new one. This is done by assigning routes a number in the XML. The bigger that number the better the route is assumed to be. This makes the decision for the AI and auto workers easy, if the plot has no route or a route of lesser number that tech allows replace it with the best one that the tech allows.
2) there is currently no way to restrict routes by terrain. This can be fixed with new tags.
3) There is currently no way to identify if a plot is a coastal (land) plot otherwise I would have used it for some of the animal placement and movement.
4) Before you could have such a transition we would need to be able to restrict it to coastal (land) terrain next to a coastal plot which already contains a sea tunnel in it. This is much more than has been currently suggested. Of course all land plots next to the tunnel would get this new route so you could end up with all 8 plots around a single plot lake having the transition route if the lake has a tunnel in it.
5) A bit of history. In RoM Zappara tried having two equivalent railways one steam/diesel for those with coal and the other electric for later when you did not have coal. This was done by them having the same number. What happened if you had coal was that all railways were replaced by electric railways then all electric railways were replaced by railways and so on. So they were changed and electric railway made a proper upgrade of railway. This is still true in C2C at the moment.
I don´t really understand part of the discussion here (especially Dancing Hoskuld´s). It sounds like "tunnels shouldn´t be in because...". But we are already a step further: Sea tunnels are in the game for a long time now and I think they are cool even with all problems associated with them.
No. I am just listing the impedements to the requested changes to how tunnels act. Because they are routes changing tunnels will affect routes so you can't do them in isolation. With tunnel implementation in v35 and earlier there were three big problems.
1) Unrealistic combat and troop movement between sea units and those in the tunnel. This is now fixed by Thunderbrd.
2) Connecting of map regions. This has been discussed over and over and no acceptable solution has yet been found. The two main issues are
- connecting small islands that are inside a city work radius so you can get the yield and the resource. This is not an issue with bigger islands as you just build a fort or other city and the problem goes away.
- ai movement
3) once 1) was fixed people added more requirements and I listed the problems associated with achieving those. I am not against them I am trying to ensure we don't break other things and that we have a clear way of achieving what is needed.