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Once you get to dynamite, which should be soon since it's much easier now, just use them on that to make it a 3 levels deep patch. This basically doesn't dry up ever in a normal game. If you go hard mode you may want to make it even deeper or make the river larger.
But frankly, you don't need irrigation towers at all.
They could definitely do that but it kinda kills the purpose of manipulating the water. If you have irrigation towers everywhere what is the water around for :)
That said, a more involved system where you can maybe draw pipes from the water and use it so that the water around you makes more sense would be an interesting idea for sure. But it would be nice if it wasn't super easy to setup, like maybe have it require metal blocks or so and maybe even power.
On a diorama I've found there's not much choice but to eat the evaporation loss and use ditches radiating off of my main canal, though I can make them deeper to slow the loss. On a map like islands where I've dried out a large chunk land I'm finding my large canals (4 wide 3-6 deep depending) make enough green space right next to them to handle my growing needs while having high enough volume to avoid the evaporation issues.
For context I play on normal with iron teeth. It's not too horrible but I did have to delay scaling up my pop count to when I took more full control of the water...which in itself takes a bit due to how slow lumber gains are. The loss is really an early game issue that I brute forced away in mid game using a 6 deep canal.
Switching to a larger map has felt quite weird with several hundred lumber at my disposal at all times and islands basically reverses the problem challenges diorama poses, evaporation is a joke but badwater is a huge obstacle before you get scaled up to control it.
I'm at cycle 19 on islands right now and am well past the point where I feel I could lose so it's mostly been some experimenting with how to handle farming.
See, this was exactly what I was saying, though. Doing that requires floodgates (not an early-game thing, needs a good deal of material and SP for early game) or terraformation. Regardless of what you *can* do, I'm now seeing my growth get majorly stalled early game where I didn't before. I didn't need to rip the land apart before for canals, nor did I need to spam floodgates. I could just find a good spot, plop down a couple Irrigation Towers and a Forester, and I would soon have decent wood production or farm production.
And that would have been very interesting to manage now, with badwater killing land nearer to rivers. You'd *have* to place farms and irrigation further away from canals and rivers until you could block the bad groundwater. Managing that in conflict with managing distance to a district centre could have made for really interesting emergent gameplay in my mind.
But now I am practically tied to water sources until I can terraform, or mass-dump water in a manmade (beavermade?) ditch. It kinda kills the entire early building and resource gathering stages for me, and slows growth for much longer, thereby making the early game way more of a slog for a slower, chiller builder like me.
It's weak for a reason, people could use it for infinite power otherwise. Bots may feel free cost wise because they don't eat or drink but they have a very high upfront cost in both hp and materials. Which if you add it up is...oh look 700hp...in cost for 3 factories and the assembler, not to mention the costs of refining the gears, planks, metal and costs of maintaining the pops that are operating all of that stuff. it only makes sense that that a dump and a pumping station are faster really.
I suspect they opted to remove the irrigation tower and nerfed the way dumps work is simply because the dump had/has other functions beyond cheesing farms. The nerf made it more costly with the evaporation changes to use dumps but a 3x3 pool has the same effect as the old version so it still works and is probably still easier than the irrigation tower which means people will still use that over the tower. So what's the point in having the tower?
It feels like this is an open admission that the dump is now the intended solution if you don't wan't irrigation ditches and it was nerfed to bring it in line with the cost that the irrigation tower was meant to have.