Re: RFE: terrain improvement: canal
Peter Schaefer <[email protected]> Wed, 18 Jan 2006 22:38:25 +0100
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On 1/17/06, Sam Steingold <sds-mXXj517/[email protected]> wrote: > > * Michael Kaufman > > I think the answer is: too bad. If you really want this, change the > > ruleset. In terms of plausibility, a forest w/o a river _is_ weaker > > than ocean w/ platform. You can't just make a river flow where you > > want it. Ask the Army Corps of Engineers. > > you cannot irrigate an arbitrary square either. > (I enumerated limitations in the original message) Yea ok, but what would be the rule where to start a river? For realism, all decent squares for a river would already have one, and usually engineers need to move a lot of land to make it flow elsewhere. Now if freeciv maps always had a height map, this would be interesting, but this way it will just end up with complete continents being converted to rivers, which begs the question "Where does all the water come from"? Now for ships navigating rivers, this is not possible unless someone creates a system, including graphics, for having big, small and maybe even medium rivers. Example, AFAIK, the Missisippi was navigated by ironclads in the US Civil War, so for a map with lots of land between the navigable rivers(think scale map=3DUSA), it would be interesting to have this feature. I think it would be wise to separate the issue of ironclads being too strong vs cities, since that could be handled by different game mechanics (like bombardment and an attack bonus depending on target terrain). Again complicated, a also a ruleset question. There should be a "popular rulesets" poll on the forum.