terrerform river?

BaconLad

Chieftain
Joined
Apr 14, 2008
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hiho,

is it possible to terrerform rivers? if so how?
by this, i mean is it possible to remove or create rivers?

thank you.
 
No. It is not possible to remove or create rivers. If you change the terrain underneath, the river stays put.
 
No. It is not possible to remove or create rivers. If you change the terrain underneath, the river stays put.

ok, consider this, i have a city with a river in my radius, and no hills, i want to create a hill to mine, would it be more beneficial to build the hill on river?

sorry if my questions r noobish,

thank you!
 
rivers are really nice in that they give the trade and movement bonus, regardless of the terrain, not to mention a defensive bonus as well. so if you have the option of mining a non-rivered hill or a rivered hill, always mine the rivered hill. if you are creating hills from a grassland, you may want to look at the pattern of special squares to see if you might uncover coal or wine on the hills (we call these hidden specials). Look at the game of the month #87 for examples of hidden specials - of course with settlers, you can't teraform, by we can mine for silk and pheasants in the forrest.
 
SCG covered all the right points. Let me add that in geneal transforming a grassland into a hill is a bad idea. It takes a long time and the reward, the extra shields, is not worth it. Shields are cheap in later game because money is abundant.
 
SCG covered all the right points. Let me add that in geneal transforming a grassland into a hill is a bad idea. It takes a long time and the reward, the extra shields, is not worth it. Shields are cheap in later game because money is abundant.



i actually wanted the hills as a means to generate commoditys, as the city this thread refers to, had none.

i also read somewhere that you get trade bonus's with rivers - dont know if this is true or not... hence why i wanted to terrerform a river...

im learning alot of new stuff, ive had some interesting thoughts that im looking into, and will post as soon as i have evidence to back me up.
 
i actually wanted the hills as a means to generate commoditys, as the city this thread refers to, had none.
Do you mean shields or do you mean that all the three commodities your city could produce were blocked and you wanted a hill to unblock some of them?
If you mean the former, how could a city have none? At the very least you get one at the city center.
If you mean the latter, that is quite novel. I have never heard of that done. I am still dubious about its worth though. There are other means of trying to unblock commodities.
i also read somewhere that you get trade bonus's with rivers - dont know if this is true or not... hence why i wanted to terrerform a river...
You definitely get an extra arrow with river regardless of the underlying terrain.
 
Do you mean shields or do you mean that all the three commodities your city could produce were blocked and you wanted a hill to unblock some of them?
If you mean the former, how could a city have none? At the very least you get one at the city center.
If you mean the latter, that is quite novel. I have never heard of that done. I am still dubious about its worth though. There are other means of trying to unblock commodities.


2 of the 3 were blocked, and no one withen my ship chain wanted the 3rd, (this was an occ game) so i was trying to generate different supply to cater the available demand. i had idle "none" engineers, so i built a couple of mined, hills... im going to run it a few more times, and then post my findings - if any...

if this works out, and no one had previously thought of it, it could see a more agreesive approch to trading. in the 2nd 3rd of the game, almost all my research relies on trade, as i up the lux rate to max out as many cities as possible.
 
i actually wanted the hills as a means to generate commoditys, as the city this thread refers to, had none.

several years ago, sampson and solo did some incredibly detailed research into how supply and demand of a city was determined. Among some of the results they came up with was that there were a number of commodities that a city would have a better chance of supplying if they had hills. in the case of coal, hills were a requirement. Wool, copper, silk, silver, gold and uranium suppies are also increased with more hills.

Solo's early landing guide, http://apolyton.net/forums/showthread.php?s=&threadid=82209, recounts a number of the discoveries.
 
several years ago, sampson and solo did some incredibly detailed research into how supply and demand of a city was determined. Among some of the results they came up with was that there were a number of commodities that a city would have a better chance of supplying if they had hills. in the case of coal, hills were a requirement. Wool, copper, silk, silver, gold and uranium suppies are also increased with more hills.

Solo's early landing guide, http://apolyton.net/forums/showthread.php?s=&threadid=82209, recounts a number of the discoveries.

i am absolutley gob smacked! you people amaze me!
i had no idea how in depth this research would be.
i was a little bit disapointed when i realised someone had already come up with the concept of dictating commoddity supply/demand but when you look at the level of detail put into the research... my god!

last week civ2 was just a great game to me, that i thought i understood, and thought i was pretty good at - then i found this website and everything has changed. civ has become a monster i have to conquer!
i can't stop thinking about strategies/tactics/concepts... the wife is not happy with me, civ2 is getting more attention than her and im only getting 5 hours sleep a night!!!
 
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