Re: RFE: terrain improvement: canal
Daniel Markstedt <[email protected]> Tue, 17 Jan 2006 09:44:16 +0900
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On 2006-01-17, at 09.13, nicholas.g.lawrence-q/[email protected] wrote: > > > freeciv-bounce-0/[email protected] 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