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[Freeciv] Re: RFE: terrain improvement: canal
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[Freeciv] Re: RFE: terrain improvement: canal

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To: nicholas.g.lawrence@xxxxxxxxxxxxxxxxxxxx
Cc: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: RFE: terrain improvement: canal
From: Daniel Markstedt <himasaram@xxxxxxxx>
Date: Tue, 17 Jan 2006 09:44:16 +0900

On 2006-01-17, at 09.13, nicholas.g.lawrence@xxxxxxxxxxxxxxxxxxxx wrote:

>
>
> freeciv-bounce@xxxxxxxxxxx wrote on 14/01/2006 12:24:48 PM:
>
>> Jason Dorje Short wrote:
>>> There would have to be good justification for a change like this.  
>>> What
>>> gameplay benefit would having canals provide?
>>>
>>> -jason
>>>
>> It can be really annoying to have a huge peninsula, or continent
>> (Denmark, South America, Africa) to go around when you could just 
>> change
>> two squares to canal. Depending on how large the detour was, you could
>> halve the time for reinforcements to reach the enemy (always a good
> thing).
>
> Considering the vast amount of infrastructure required for a
> canal that can handle the largest sea-going vessels...
>
> Why not use a string of cities? Sea-going vessels can already
> move into a city (by entering the harbour). What if a sea-going
> vessel could move from the harbour of one city into the
> harbour of a city in an adjacent square?
>
> nick
>
>

Strings of cities is very much possible if you do 'set citymindist 1' 
in pregame.

Not a pretty solution though.

-Daniel




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