Dino the Dinosore wrote:I tried and failed with an approach similar to the extra "Inland canal" idea - problem is that it only gets you one more tile. To make the canal go further inland then you need another extra "Inland canal2" requiring "ExtraFlag", "Inland canal", "CAdjacent", which again only gets you one more tile, so then you need another extra "Inland canal3" requiring "ExtraFlag", "Inland canal2", "CAdjacent", etc. The ideal solution would be to have multiple reqs that allow Canal next to Oceanic, River or Canal. The issue of requirement vectors has been discussed in a couple other threads - http://forum.freeciv.org/f/viewtopic.php?f=11&t=91457 and http://forum.freeciv.org/f/viewtopic.php?f=13&t=551
My idea was to make one extra flag for both "coast" canal and inland canal (and probably rivers), so you can start inland canal from any suitable extra and continue infinitely, and "coast" canal will start from an oceanic terrain in absense of such an extra. (Also, if any bonuses
other than movement are provided by a canal, you probably should put river and other canal type into negated local requirements).
Huh, trade bonuses would be natural for canals, they are often built just to carry cargo ships, and so Freeciv concept of "trade" works that you increase it just from roads to nowhere. We can use civ2civ3 hack that most trade goes from routes and caravans to establish them move only by roads, but we probably don't want. Also, maybe if we have invented channels here, we should disable irrigating from irrigation and enable irrigating from a canal.