Re: RFE: terrain improvement: canal
Sam Steingold <sds-mXXj517/[email protected]> Wed, 18 Jan 2006 17:20:47 -0500
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Organization | disorganization |
| Message-ID | <[email protected]> |
> * Peter Schaefer <crgre.fpunrsre-Er5WDRrDdr8NikgvhZjk3j-Sn5dYDs+udD6nGSXaiLjeg@public.gmane.org> [2006-01-18 22:38:25 +0100]: > > 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? a _canal_ can be started from any point that has access to water: next to ocean or a river (at least one the the 4 tiles). > 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. I don't understand. Sorry. > 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"? you can end up with all mountains converted to plains too - so where does all the ground go? canal digging should not be too cheap - it should be more expensive than mining but cheaper than terraforming. > 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. and engineers should be able to expand 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. if a city can be attacked by a sea vessel, such a city should be able to build a harbor. finally, as I mentioned in <http://article.gmane.org/gmane.games.freeciv.general:4035>, a naval attack against an undefended city should work like this: 1. <virtually> create a settler out of the city; population is reduced by 1 2. the virtual settler fights the ship - if the ship wins, the virtual settler disappears (together with the buildings lost in the attack &c), population remains reduced - if the ship loses to the virtual settler, the virtual settler also disappears but the city population is restored to its original value (i.e., increased by 1); optionally: reduce food reserves (granary) in proportion to the damage sustained by the virtual settler -- Sam Steingold (http://www.podval.org/~sds) running w2k http://www.dhimmi.com http://www.savegushkatif.org http://truepeace.org http://www.iris.org.il http://www.mideasttruth.com Even Windows doesn't suck, when you use Common Lisp