Originally posted by Dirk Bolero:Excellent point. Having your traders and fish(er)men and dockworkers having to travel one-and-a-half to two hexes minimum (assuming at least one hex between city and ocean) every day just to earn a living, then having to cart "fresh" seafood and traded goods back? The time and distance traveled don't make sense without a heavy reliance on motorized transport and some sort of primitive refrigeration. Harbors are important for fishing and trade, and cities are generally built in relation to the location of your harbor, not the other way around. My main problem with non-coastal cities having harbors is that it makes no sense from a realism/logistics standpoint: If your city is supposed to represent a real city with real fantasy people in it, why would your people build a harbor so far away? This mechanic exists in other land-based 4X games and it has always kind of bothered me.Įxcellent point. Under these circumstances the harbor would have to be "frozen" until it had access to water again. ![]() Your units couldn't even spawn in the nearby (non-domain) water. But then something happens and your domain shrinks, leaving you with a harbor but no actual domain access to water. I agree with you in principle, but the suggestion does pose a slight challenge: what happens if the water is in a domain radius of, say, 4 hexes, and your domain reaches it and you build a Harbor. ![]() I would really like to see more reasons to build a fleet of ships. Secondly, I was wondering if there were any plans to make improvements to the naval aspect of the game. My personal take is that as long as the city domain encompasses land at the water's edge, I should be able to build a harbor there. I was wondering if there is any reason for cities to need to be at the edge of the land to build harbors.
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