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[Freeciv] Re: RFE: terrain improvement: canal
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To: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: RFE: terrain improvement: canal
From: nicholas.g.lawrence@xxxxxxxxxxxxxxxxxxxx
Date: Tue, 17 Jan 2006 11:14:03 +1000


Daniel Markstedt <himasaram@xxxxxxxx> wrote on 17/01/2006 10:44:16 AM:

> 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

No, it's expensive and tedious. Which is exactly what a super-tanker
sized canal should be.

nick


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