A lot of technology, a lot of diplomatic points, and an enormous lot of money should be needed
In dev stream it requires admin tech 26 and 20k ducats...A lot of technology, a lot of diplomatic points, and an enormous lot of money should be needed
Just a personal opinion, but as I've previously said, based on dev stream, I think the canals existence is less about the canals themselves and more about 'the great project' which I think meant as a different end goal than simply conquer the world, and because the current DLC is dubbed 'Wealth of Nation', the canals and their bonus upon economy thematically fit for both 'great project' and 'wealth of nation'...I just don't understand the benefit of these canals at the point they come into the game and at the cost that they do. Kiel only really exists to make money, but simply by building it you've already proven that you don't need the money. For Panama, if you control Panama and have 20k gold, why not just conquer the Falklands and The galapagos and take the extra 2 months to sail around at 20k in savings?
Suez is the only one that has significant utility, particularly for the Ottomans. But seriously, at the cost, why not just build an entire second navy (like we do currently) and save 18-19k?
Edit: I don't care about historical plausibility. I just don't see their utility from a gameplay perspective.
I just don't understand the benefit of these canals at the point they come into the game and at the cost that they do. Kiel only really exists to make money, but simply by building it you've already proven that you don't need the money. For Panama, if you control Panama and have 20k gold, why not just conquer the Falklands and The galapagos and take the extra 2 months to sail around at 20k in savings?
Suez is the only one that has significant utility, particularly for the Ottomans. But seriously, at the cost, why not just build an entire second navy (like we do currently) and save 18-19k?
Edit: I don't care about historical plausibility. I just don't see their utility from a gameplay perspective.
This could be simply seen as an investment to gain more trade power from the new unlocked trade route and from the trade bonus.I just don't understand the benefit of these canals at the point they come into the game and at the cost that they do. Kiel only really exists to make money, but simply by building it you've already proven that you don't need the money. For Panama, if you control Panama and have 20k gold, why not just conquer the Falklands and The galapagos and take the extra 2 months to sail around at 20k in savings?
Suez is the only one that has significant utility, particularly for the Ottomans. But seriously, at the cost, why not just build an entire second navy (like we do currently) and save 18-19k?
This could be simply seen as an investment to gain more trade power from the new unlocked trade route and from the trade bonus.
18k is nothing compared to the mobility it grants in multiplayer.
Also, canals as mentioned in the Diary, is an experiment to a new concept: Province's building which could be generalized in latter DLC or mods.All the people talking about wasting time on canals when they could fix other stuff really have no idea what it takes to code. As pointed out in one of the releases the only cost in doing canals is scripting and artwork. The artists are not fixing systems so really the only cost is scripting and I highly doubt scripting in canals was a significant investment
I just don't understand the benefit of these canals at the point they come into the game and at the cost that they do. Kiel only really exists to make money, but simply by building it you've already proven that you don't need the money. For Panama, if you control Panama and have 20k gold, why not just conquer the Falklands and The galapagos and take the extra 2 months to sail around at 20k in savings?
Suez is the only one that has significant utility, particularly for the Ottomans. But seriously, at the cost, why not just build an entire second navy (like we do currently) and save 18-19k?
Edit: I don't care about historical plausibility. I just don't see their utility from a gameplay perspective.
Hmm - these are not the "canals" I was expecting! Canals were certainly a major feature of 17th/18th century development - but it was as a precorsor to railways as a system for commercial freight over land provinces. That sounds like a straightforward province improvement (which is maybe already in the game? I haven't checked).
Still, if "canals" as shortcuts for oceangoing vessels is to be done, I don't see why not - it would have been feasible if the (massive) committment of resources had been made. Even so, I think the choice of canal sites seems a bit "off" - Panama in particular. I don't think anywhere as hilly could have been crossed with the technology of the smaller "narrowboat" type canals. The Great Lakes canal and similar sound good candidates, though.
So Trade Companies will NOT be represented as semi-independent states like Colonial Nations?
Well......brcause its too big......What else can I say?http://en.wikipedia.org/wiki/Grand_Canal_(China) is something we considered, but it just didny work mechanically brcause its too big.