waterbridging

jerrysuva

Chieftain
Joined
Nov 28, 2000
Messages
2
Location
Austin, TX
Hello Everyone,

I recently was re-reading the civ fanatic's strategy guide and saw a reference to "water bridging." However, the link was dead and I coould not pull up more information.

I did some experimentation on my own. A settler in a ship could indeed use the "road" command to build roads and railroads across water. Nearby cities saw an increase in the trade for any such ocean squares that had railroads. However, I cannot actually use these water bridges for transport of land units.

Am I missing something here, or is that just the extent to which you can exploit this hidden feature?

Thanks in advance
 
Use the Search engine on the top of CFC forums if you post a new topic.
It is a bug. And well-known. :p
 
Waterbridging does not allow land units to traverse sea tiles; nor does it mitigate the movement costs of sea-based units. Also, though city and irrigation placement is restricted, forts can be built. Does the latter, TTG, bestow a defense bonus upon present sea-based units?

Effects of waterbridging:
Fish:
Road - None
Rail - +1 trade, +1 food
Devoid of fish:
Road - None
Rail - +1 trade
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I've attached cropped screenshots from my latest Emperor game showing this feature. The year is 1000, I've discovered The Railroad and am currently democratic. Also included: the contemporary Wonder of the World - the underwater Coral Castle!
 

Attachments

TTG, an answer:

I've seen Civ2 scenarios that implement omnipresent forts to negate the disadvantages of stacking units. The designers placed forts on land-based tiles, and where desired changed the terrain to ocean. The latter must be pretty monotonous.

Anyway, the sea-based forts seem to bestow a defense bonus on present units. Often, a transport is sunk, and its land-based load is stranded on an ocean tile. The same should be applicable to Civ1, but I haven't the means to test it (no opposing navy :()...
 
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