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Canal Infrastructure?

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2 years ago
Oct 31, 2022, 2:39:18 PM

Something like this that would allow navies to cross narrow sections of continents?



Maybe could be a national wonder? Make it possible in  early modern or industrial era?

Hell - you could also make it a wonder for 3 tiles or less in the medieaval era.

Wald

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2 years ago
Oct 31, 2022, 4:22:21 PM

I think canals, even if I like the idea about it, will be difficult to have on Humankind. I prefer not to say never, but something that will be quite complicated to have

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2 years ago
Oct 31, 2022, 6:17:01 PM

And bridges? The addition of bridges would be essential to be able to develop and fortify territories that are islands.

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2 years ago
Nov 1, 2022, 7:19:53 PM
Atens7 wrote:

And bridges? The addition of bridges would be essential to be able to develop and fortify territories that are islands.

Both, though I would prefer them to be both moderately expensive and take a long time to build so that players really have to give them thought.

Wald

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2 years ago
Nov 2, 2022, 12:15:25 AM
Walderschmidt wrote:
Atens7 wrote:

And bridges? The addition of bridges would be essential to be able to develop and fortify territories that are islands.

Both, though I would prefer them to be both moderately expensive and take a long time to build so that players really have to give them thought.

Wald

I could see bridges (and tunnels?) having production costs on par with 1-2 Harbours, and likewise being limited to once per territory, to force us to give it some thought.  You can't connect a whole archipelago to one another, but you can connect a coastal island to the mainland.

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2 years ago
Nov 2, 2022, 9:10:27 PM
RedSirus wrote:
Walderschmidt wrote:
Atens7 wrote:

And bridges? The addition of bridges would be essential to be able to develop and fortify territories that are islands.

Both, though I would prefer them to be both moderately expensive and take a long time to build so that players really have to give them thought.

Wald

I could see bridges (and tunnels?) having production costs on par with 1-2 Harbours, and likewise being limited to once per territory, to force us to give it some thought.  You can't connect a whole archipelago to one another, but you can connect a coastal island to the mainland.

Agreed.

Perhaps there could be a unique civ that'd be allowed to skirt the limit by one, in the later eras?

Wald

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2 years ago
Nov 3, 2022, 7:23:58 PM

I was thinking that a canal district similar to the Harrapans' (based on technology in Early Modern) could gain money instead (I'm thinking how the Erie canal was a boon to commerce).  The canal would need to be anchored to river/coastal/another canal district.

Then, in the Industrial, a "Great Canal" could become available (with another engineering tech).  This would need to be anchored the same way but would also allow ship travel through the great canal.  And, instead of limiting to one per territory, I would make the cost increase greatly for multiple in a territory.  But you could still link multiple great canals to move ships from one body of water to another.  

Tunnels and bridges could also become available with the same Industrial technology.  And tunnels could allow movement through a single mountain hex and bridges could connect across a single coastal hex.

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2 years ago
Jan 13, 2023, 1:27:52 PM
A1y0sh4 wrote:

Nice thread! I published an idea about it and I mentioned you [Link]

Thank you! Upvoted!

Wald

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9 months ago
May 21, 2024, 2:19:54 PM

Tbh I'm finding this discussion to be so bizarre. I don't play this game based on limitations of how software is developed. I play because I want a game that I can experience human civilization and or sim game theory/preferably both.


Control of waterways and the downright mastery of water and where it is, is one of the cornerstones of civilization. Period.  


Draining mucky swamps to make cities with fresh water for consumption and main water roads for travel. Eliminating malarial risk and building better boats is our biggest game changer in history and technologically advancement. Harnessing power that nature provides. Water was first. I'm not sure we can imagine a world where this isn't a fundamental block of civilation.

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