PDA

View Full Version : Water...


wodinoneeye
08-24-2005, 11:00 PM
For an aqueduct to work the water source is at a higher level than the town.
The game engine they use would have to allow more water levels than just 'the river'.

Aqueducts also went thru tunnels and in some places were effectively lined ditches. Irrigation channels also were built.

Romans had commercial fishponds in places and water mills with diverted streams/rivers.

Minor modifications to the terrain by the player would be a logical feature to represent the great engineering capabilities of the Romans. A cost for such 'digging' would force the player to plan and expend resources wisely.

Thucydides
08-24-2005, 11:18 PM
I like the idea of being able to conduct earth works for engineering purposes... how about small levies for dams? I don't readily recall that feature being used by any other game (including SIMcity).

arcan
08-25-2005, 01:42 AM
I hope we won't see an aqueduct going over a hill and the water going first up-hill then downhill... :(
There was also a major proble at that time (easily solved though) with water pressure. The height difference in some cities was too great and they had to build reservoirs at some mid-height places to breack the pressure. It would be nice to have to plan that too...

Dog of the Sun
08-25-2005, 06:28 AM
We reinvented most that we are talking about, you would have been as safe as you were now and then on an opperating table[ not as sterile but close], Archemedies had invented the water weel and clock [partial] and that might work too...

wolf
08-25-2005, 08:21 AM
While we're on the subject of water, I hope the Tilted Mill staff will make a difference between fresh and salt water. In C3 you could put a reservoir next to the ocean and get drinking water to your people. Convenient, but a bit unrealistic. :rolleyes:

arcan
08-25-2005, 09:36 AM
if you take a good look at pic 8, you'll see on the bank of the river a kind of building from which the aqueduc seems to come out. If that's not misleading, water will be "pumped" out of the river and elevated so. Is it the only way? and how will it go with slopes?

arcan
08-25-2005, 09:37 AM
oh and if you look just behind that building, you can distinguish a bridge...

Ziffer
08-25-2005, 09:41 AM
While we're on the subject of water, I hope the Tilted Mill staff will make a difference between fresh and salt water.
Good idea. I think it's time to make the game realistic but not as abstract as chess.
And I hope reservoirs will nead some workers or/and money each month, because the city with many reservoirs looks strange.

arcan
08-25-2005, 10:39 AM
if you take a good look at pic 8, you'll see on the bank of the river a kind of building from which the aqueduc seems to come out. If that's not misleading, water will be "pumped" out of the river and elevated so. Is it the only way? and how will it go with slopes?
Bad news, looking on pic 6 we can see the same building on what looks like a see-shore... :(

wodinoneeye
08-26-2005, 02:36 AM
if you take a good look at pic 8, you'll see on the bank of the river a kind of building from which the aqueduc seems to come out. If that's not misleading, water will be "pumped" out of the river and elevated so. Is it the only way? and how will it go with slopes?


It takes alot of work to raise water, and most the Romans had were gravity powered. Also the water in the river was not overly clean (especially near the city).

prof786
08-27-2005, 10:54 AM
how about building small dams and reservoirs connected to them by aqueducts of course. these dams shall be multipurpose used as artificial mini lakes, fish breeding ground, and supply for irrigation canals (thank you egypt).

wodinoneeye
08-28-2005, 01:26 AM
how about building small dams and reservoirs connected to them by aqueducts of course. these dams shall be multipurpose used as artificial mini lakes, fish breeding ground, and supply for irrigation canals (thank you egypt).


Would be probably easier if they had 'lakes' feature built into the terrain mechanism. The editor would place them as a unit. It pretty complicated for a program (editor) to have free form water and drainage simulations.

I dont expect C4 to have dynamic terrain (raise lower sections) and if they implement things like ditches or tunnels (or resevoir pools??) for the aquaducts/irrigation they will probably be tiles that fit/substitute/patch into particular terrain surface shapes.

prof786
09-25-2005, 01:10 PM
lakes as in "artificial" or "natural" lakes? becuause there is obviously a difference, sort of. well they both can be multipurpose:
-storing water (reservoir)
-breeding fish
-recreation
-hydroelectricity
how do ypu build an artificial lake?
and how do you add the enhancements listed above?

Schmophit
09-26-2005, 03:14 AM
If that's not misleading, water will be "pumped" out of the river and elevated so. Is it the only way? and how will it go with slopes?
Archimedes also invented a "water screw" for the elevation of water up short slopes, according to the links I found, it was called the Egyptian Screw and was used by the Romans, hope this helps:
http://www.tiscali.co.uk/reference/encyclopaedia/hutchinson/m0002929.html
http://www.mcs.drexel.edu/~crorres/Archimedes/Screw/SourcesScrew.html
I have seen a couple of tv programmes, where they actually built two of the screws, one of bronze and the other, leather and wood, the bronze version was found to be too heavy to have any kind of efficiency factor because of the energy needed to turn it(you wouldn't want to exhaust the slaves too much) and the leather and wood version, although tiring did in fact do an impressive job of shifting water from the bottom of a slope to wherever it was required by a series of basins and screws between them all worked simultaneously.