So anyone worry they may not be too strong?Or are we just so happy to actually build them and with the possible funtionality of canals, we don't really care.
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A ship can enter coastal forts only, so the maximum width of your canal can be two tiles (unless it gets help from inland lakes)
That doesn't necessarily follow as an inland city may have the same restriction as an inland fort.3, as you can have a city imbetween them
In fact that seems quite likely. If forts are now very similar to cities as alluded to in the chat there's a good chance they are derived from a common base class.
Frob2900:
I might have missed something though, do they share more capabilities?
*snip*
It's been stated that forts will now grant access to resources - presumably they won't provide resource improvement tile bonuses - which is also like a city.
Seeing as to how they share only defensive capabilities and the fact that boats can enter them, it doesn't seem like a very important design choice (you wouldn't gain particularly much code reuse from that).
I might have missed something though, do they share more capabilities?
The way the answer was given implied to me there was more than what was listed, perhaps effects on culture, trade routes (as implied), healing units, defenses that can be bombarded and other things that would require some common code with cities.<Gogf> :40pm] Rince: have you improved forts?
<alexman> Yes, forts are GREATLY improved
<alexman> Forts act like cities in many ways
<alexman> So you can base aircraft in them, you can enter them with ships, and you can paradrop from them
<alexman> You can even use them to connect resources