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[Freeciv-Dev] Re: Chunnel
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To: freeciv-dev freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Chunnel
From: Thomas Snyder <thomas@xxxxxxxxxxxxxxxx>
Date: Sat, 25 Mar 2000 19:58:29 -0600

I have never played Civ:CTP but I love the idea of having underwater
tunnels.  I agree with most of Andrew McGuinness' sujestions, but some I do
not.  This is what I think:

> 1) Tunnels will need shields (lots of them!) to make - this seems more
> appropriate than just lots of engineer-time

I do not know how you want to impliment this.  I think in game terms
enginner-time is the best way to build this.

> 2) Tunnels are effectively limited in length to 2 squares of tunnel.
> This is realistic - a tunnel under the Channel or between islands of
> Japan is one thing, tunneling under an ocean is something else, and
> would require a whole different technology.

Tunuls should have a town on both sides (see number three) and the tunnal
should be able to extend to the edge of each town, so thats two squares from
town A and two from town B for a total of 4 squares.  I do not think that a
total of two squares will be of any use.  You should not be able to have
chunnels across oceans.  Also a town sould can have more than one chunnel.

> 3) You need to have a city at each end - I think this is reasonable -
> a size 1 city (10K pop) is effectively what you need for the terminal
> anyway.

I agree.

> 4) To destroy a tunnel you have to get in at the end - either by
> sabotage, or conquering the city.  You can't just pillage it from a boat.

Yes you sould be able to sabotage a chunnel, a spy would be great for this
task.  A chunnel it self should be able to be demolished by subs and bomers
both of which can lanch torpedos (in real live) but not boats

> 5) Tunnels have upkeep cost.

Yes.

> I haven't really come to a conclusion over whether the tunnel itself
> automatically exists given the appropriate cities with tunnel
> improvement, or whether it still needs to be built with engineers.
> Also the exact situation regarding trade.
 
Tunnels should be built with some sort of water-engineer.  A city wanting a
chunnel will have to build the unit then build the chunnel with it.  This
same unit could be used to reclaim costal water as well but that is another
topic.  Also a town sould have to build a chunnel improvement in order to
use the chunnel.  So to sum things up, to build a chunnel you should need to
do the folowing:
1. find a place with land on both sides of a body of water that is no more
then four squares wide.
2.  build a town on each with a chunnel improvement
3.  build a water-enginer
4.  build the chunnel connecting the two towns

What would the movement cost be for a chunnel?  Same as rail or road?
Having never been in a chunnel I do not know how fast you go but I would
think that your movement would be duducted going in and out of the chunnel
but act as a rail while you use it.  Should there be a limit on how many
units are on it at one time or shall we just say "Its just a game" and let
as many units use it at one time as you want?








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