[Suggestion] Cities by the shore

So I've been thinking.... bad idea (me thinking) I know....

 

Are there currently any advantages to building cities along the coastlines? It would make sense that there would be some unique city improvements for being along the coast.... for example:

 

Harbors: Brings in extra food, allows boats to be built (if there is going to be a naval system at all...which I haven't heard anything about)

Fisheries: Brings in even more food

Boat-Houses: Allows a house to be built on the water (costs more than a house)

Salt Distillery: Through magic, separates salt from the oceans water (increases the time food lasts)

Marina: Increases moral in the city

 

These are just a few examples of course. There should definitely be some pros and cons to building along the coast.....

 

6,161 views 5 replies
Reply #1 Top

I was also thinking that if you have multiple coastal cities that all have harbors, then if one is besieged it can't be taken by starvation, only by directly assault, unless the attacker gains naval superiority.  This would represent supplies coming in by sea.

Reply #2 Top

Looks like they are going to have some kind of Naval System... check out these screens from Frogboys latest Journal...Seamanship and Harbors!

 

 

Reply #3 Top

A similar concept about providing incentives to build cities near water was discussed in this forum.

https://forums.elementalgame.com/378551

While less than an overwhelming response, it seems like there is at least some agreement that providing benefits for being near the coast makes sense.  The issue I see now is that the "easiest" way that everyone seems to gravitate towards - improving food gathering - has less of an impact now that food is a global resource.  Having something such as "fishing" tiles would still provide benefits to being near the water, but would not necassarily mean that cities near the water would be more likely to grow to large size than inland cities under the global food resource dynamic.

Perhaps then allowing things like Harbors (and/or other building types only available on water tiles) to increase prestige, and therefore city growth, makes the most sense.

I would also like to reiterate that in my opinion building near coasts "should" provide the greatest benefit, but that building near a river should have some modest benefit versus building completely landlocked cities.

Reply #4 Top

Salt Distillery: Through magic, separates salt from the oceans water (increases the time food lasts)
End of quote

You do realize that people, even in Ancient Times, never needed magic to achieve salt production? ;)

 

That said, I have a little problem with shores: my Sovereign can't access a shore tile, can't access a tile with even a small part of shoreline inside even when sea takes only, say, 5% of the tile. That makes a lot of tiles unavailable or un-crossable.

Is it a bug, and I'll wait till 1Z to report if it's always there, or is it something normal?

Reply #5 Top

Quoting Mandelik, reply 4

quoting postSalt Distillery: Through magic, separates salt from the oceans water (increases the time food lasts)
You do realize that people, even in Ancient Times, never needed magic to achieve salt production?

 

That said, I have a little problem with shores: my Sovereign can't access a shore tile, can't access a tile with even a small part of shoreline inside even when sea takes only, say, 5% of the tile. That makes a lot of tiles unavailable or un-crossable.

Is it a bug, and I'll wait till 1Z to report if it's always there, or is it something normal?
End of Mandelik's quote

 

Hard to tell without the graphics engine being in.... I would think it's a bug though - Unless salt-water makes Channelers melt, they should be able to walk on the beach... heck they should be able to walk on water too, if they have the right spells.....