Sureshot
Goddess
- Joined
- Feb 2, 2006
- Messages
- 3,771
Fortresses
They exist.
Their graphics are nice.
They would be neat to have around.
They're useless in most situations (a bloomed forest offers more protection).
AI's don't (and don't know how to) use them (and they're usually acting intelligent in not using them).
I'd first like to say I miss forts. I rather enjoyed them in previous civs, but the ones in Civ 4 are dismally useless, so I'd like to find some way of having them made useful for FfH2.
I noticed its possible to keep track of how long a unit has been fortified (in the Kill Hunt thread). I know AI's are incapable of making forts intelligently (though in most cases making forts is unintelligent), so I thought instead of trying to get them to make forts intelligently, to just reward the AI's (and players) activities with forts.
So, a unit has been fortified in a spot (outside a city, maybe force it to be inside its own borders) for 30 turns, it long ago met its max in fortify bonus (after 5 turns i think), so why not reward it with a fort on its tile? after 30 years I'd think it sensical that the unit has dug in enough to warrant a fort type structure. That way, AI's would end up with forts in appropriate places. So, the basic idea is, Forts are placed when a unit has been fortified in a tile for X turns.
Problems
What if there's already an improvement? (AI's love guarding resource improvements)
What if there's a forest there already? (why would you want a fort there, it would remove the forest and its better defensive bonus)
Solutions
Allow two improvements on a tile (doubt this possible)
Turn forts into Features instead of improvements.
The second solution wouldn't solve the forest problem unless some other things were done, like increase the forts to +50% defense bonus, give +1
per fort within city yield radius (to make up for the lost +1
), and make them give +2
to make up for lost production.
Other Ideas
Possible Fort Benefits
-Forts using city defence (and city raider) promotions
-Higher defense bonus, +50% def bonus or even as high as +100%, but require Stone resource to build
-Buildable in neutral lands, maybe even enemy lands (I think they're only buildable in your own borders)
-Buildable on Forests/Jungles without clearing
-Buildable by military units (long build time, possibly consume the unit)
-Slow XP gain to stationed units
-Some production or trade bonus
Forts having "Zone of Control" effect
-Perhaps enemies lose their terrain bonus when moving in areas ajacent to forts, and units retain their defensive bonuses when attacking from forts. Or forts can produce culture ala Rise of Nations.
-Attrition damage to enemy units adjacent to the fort
-Possibility of spawning basic unit (maybe trigger if cottages or other improvements nearby are pillaged)
-Free Withdrawl Promotion while in Fort attacking adjacent squares (maybe only for Ranged units)
-Adjacency autoattacks (was in Civ 3, but not sure if its in this Civ; a unit from fort attacks any enemy unit that moves from one adjacent square to another adjacent square, with respect to Fort)
-Free attacks from fort that don't involve retaliation (like how siege units works in civ 3)
Forts as specializable
-Castle: +75% defense
-Inn: +x% heal, +1 commerce if worked, and/or +1 trade route in nearest city
-Sentry Tower: Same as existing improvement
-Trade post: +1 culture/turn (centered on the fort) Would have to be availible a bit late or take a long time to build to prevent city blocking early.
-Dungeon: umm, don't know, just sounded cool, maybe sac slaves here for some effect...
-Fortified versions of every improvement (AI's would build them, and it would help them protect their improvements)
-Acts like an Outpost as well (I have yet to see anything in Civ4 like the Outposts in Civ3, but maybe I'm blind; collects resource out of borders)
Forts as gaining power
-Forts gaining more benefits with new techs (like increased line of sight, and other listed benefits)
-Forts gaining more benefits the more troops stationed there
-Forts gaining more benefits by being worked (like a cottage)
Forts as Units
-Would have 0 movement (like Entangling Vines)
-Could grant bonus promotions to units in same tile
-Could gain experience thus increasing the bonuses
-Could be capturable
Forts as resource gathering improvement
-Make Sentry Towers (which Used to be resources and was quite nice heh) connectable using forts (AI's would build them)
-Grant Free Sentry Promotion for scouts for connected Sentry towers
-Grant +2 XP to scouts for connected Sentry towers
-yield in connected Sentry towers: +1
+1 
Settlements as Forts
-use the settlement mechanic for all civs, so they can create towns that are only for defensive purposes
They exist.
Their graphics are nice.
They would be neat to have around.
They're useless in most situations (a bloomed forest offers more protection).
AI's don't (and don't know how to) use them (and they're usually acting intelligent in not using them).
I'd first like to say I miss forts. I rather enjoyed them in previous civs, but the ones in Civ 4 are dismally useless, so I'd like to find some way of having them made useful for FfH2.
I noticed its possible to keep track of how long a unit has been fortified (in the Kill Hunt thread). I know AI's are incapable of making forts intelligently (though in most cases making forts is unintelligent), so I thought instead of trying to get them to make forts intelligently, to just reward the AI's (and players) activities with forts.
So, a unit has been fortified in a spot (outside a city, maybe force it to be inside its own borders) for 30 turns, it long ago met its max in fortify bonus (after 5 turns i think), so why not reward it with a fort on its tile? after 30 years I'd think it sensical that the unit has dug in enough to warrant a fort type structure. That way, AI's would end up with forts in appropriate places. So, the basic idea is, Forts are placed when a unit has been fortified in a tile for X turns.
Problems
What if there's already an improvement? (AI's love guarding resource improvements)
What if there's a forest there already? (why would you want a fort there, it would remove the forest and its better defensive bonus)
Solutions
Allow two improvements on a tile (doubt this possible)
Turn forts into Features instead of improvements.
The second solution wouldn't solve the forest problem unless some other things were done, like increase the forts to +50% defense bonus, give +1



Other Ideas
Possible Fort Benefits
-Forts using city defence (and city raider) promotions
-Higher defense bonus, +50% def bonus or even as high as +100%, but require Stone resource to build
-Buildable in neutral lands, maybe even enemy lands (I think they're only buildable in your own borders)
-Buildable on Forests/Jungles without clearing
-Buildable by military units (long build time, possibly consume the unit)
-Slow XP gain to stationed units
-Some production or trade bonus
Forts having "Zone of Control" effect
-Perhaps enemies lose their terrain bonus when moving in areas ajacent to forts, and units retain their defensive bonuses when attacking from forts. Or forts can produce culture ala Rise of Nations.
-Attrition damage to enemy units adjacent to the fort
-Possibility of spawning basic unit (maybe trigger if cottages or other improvements nearby are pillaged)
-Free Withdrawl Promotion while in Fort attacking adjacent squares (maybe only for Ranged units)
-Adjacency autoattacks (was in Civ 3, but not sure if its in this Civ; a unit from fort attacks any enemy unit that moves from one adjacent square to another adjacent square, with respect to Fort)
-Free attacks from fort that don't involve retaliation (like how siege units works in civ 3)
Forts as specializable
-Castle: +75% defense
-Inn: +x% heal, +1 commerce if worked, and/or +1 trade route in nearest city
-Sentry Tower: Same as existing improvement
-Trade post: +1 culture/turn (centered on the fort) Would have to be availible a bit late or take a long time to build to prevent city blocking early.
-Dungeon: umm, don't know, just sounded cool, maybe sac slaves here for some effect...
-Fortified versions of every improvement (AI's would build them, and it would help them protect their improvements)
-Acts like an Outpost as well (I have yet to see anything in Civ4 like the Outposts in Civ3, but maybe I'm blind; collects resource out of borders)
Forts as gaining power
-Forts gaining more benefits with new techs (like increased line of sight, and other listed benefits)
-Forts gaining more benefits the more troops stationed there
-Forts gaining more benefits by being worked (like a cottage)
Forts as Units
-Would have 0 movement (like Entangling Vines)
-Could grant bonus promotions to units in same tile
-Could gain experience thus increasing the bonuses
-Could be capturable
Forts as resource gathering improvement
-Make Sentry Towers (which Used to be resources and was quite nice heh) connectable using forts (AI's would build them)
-Grant Free Sentry Promotion for scouts for connected Sentry towers
-Grant +2 XP to scouts for connected Sentry towers
-yield in connected Sentry towers: +1


Settlements as Forts
-use the settlement mechanic for all civs, so they can create towns that are only for defensive purposes