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Editing v0.34:Water wheel

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=== Flowing Water Reactors ===
 
=== Flowing Water Reactors ===
It is possible to exploit the game's definition of flowing water and create patches of water which power waterwheels despite the complete absence of actual water movement. When a channel is dug into an aquifer, the channel will sometimes have "natural flow". However if water is pumped into an aquifer channel, then that channel will then always have "natural flow". This is because water is regarded as disappearing from the map at that point, and the tiles are marked as flowing water, and will power water wheels - even if the pump is removed.  
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It is possible to exploit the game's definition of flowing water and create patches of water which power waterwheels despite the complete absence of actual water movement. When a channel is dug into an aquifer, the channel will sometimes have "natural flow". However if water is pumped into an aquifer channel, then that channel will then always have "natural flow". This is because water is regarded as disappearing from the the map at that point, and the tiles are marked as flowing water, and will power water wheels - even if the pump is removed.  
  
 
The other way to create water with natural flow is to allow the water to flow off of the map edge (most commonly through a fortification carved into the map edge, although the edge of the map on the surface or in a cavern can also be used). The body of water will then be marked as flowing, even if the map edge is subsequently blocked by a floodgate or raising bridge. This can even be done with finite water sources such as murky pools, for example digging out a channel next to the map edge, building a floodgate to seal the map edge drain, filling the channel with 4/7 water, opening the floodgate, then closing the floodgate and filling it back up to 4/7 water.
 
The other way to create water with natural flow is to allow the water to flow off of the map edge (most commonly through a fortification carved into the map edge, although the edge of the map on the surface or in a cavern can also be used). The body of water will then be marked as flowing, even if the map edge is subsequently blocked by a floodgate or raising bridge. This can even be done with finite water sources such as murky pools, for example digging out a channel next to the map edge, building a floodgate to seal the map edge drain, filling the channel with 4/7 water, opening the floodgate, then closing the floodgate and filling it back up to 4/7 water.

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