Ambreville
Deity
This is just an idea.
When looking at a map of North America in the 1600's, one notices the existence of forts built by colonial powers, like France in particular, but also England and Spain. These forts stood out there, basically in the wilderness, outside areas effectively controlled by these colonial powers.
They built these forts for several reasons:
For this we need a unit that can build this "special fort" (let's call it an Outpost). It can be built within someone else's borders. If there was an open border, the outpost either provokes a diplo penalty with the land's owner (they really dislike the idea of foreign forts on their lands), or a diplo bonus if there was goodwill between the two Civs in the first place (thank you so much for helping us defend our land, and by the way we like the extra trade your fort brings us). If there wasn't an open border, we're therefore already in a state of war, so we just have one additional diplo penalty. If it was built in unclaimed wilderness, the outpost could later end up in another Civ's expanding empire, with the same result as above.
When building the outpost, the unit loses its ablity to move and becomes a permament garrison in the outpost. The outpost is removed by its owner by disbanding its garrison, or if an enemy "kills" the garrison unit.
What are the benefits of such an outpost?
It reveals tiles within a two-square radius. It also gives both its owner and the local Civ a trade route (one for the outpost's owner, and one extra route for the host Civ's capital city). The outpost also gives its owner access to any resource bonus in the outpost's space (like the old CivIII colony). If the two Civs are at war, the trade routes are cancelled. The fort's does provide a defensive bonus to other troops belonging to the owner.
The owner of the land, unfortunately, cannot work the land (or build a city) underneath the fort, lest he plants turnips there, causing the hapless edifice to collapse.
If the outpost ends up within the borders of its owner's empire, it is immediately converted to a regular fort. Obviously, you can't build it within your own borders.
When looking at a map of North America in the 1600's, one notices the existence of forts built by colonial powers, like France in particular, but also England and Spain. These forts stood out there, basically in the wilderness, outside areas effectively controlled by these colonial powers.
They built these forts for several reasons:
- It helped them "claim" land (without necessarily controlling it per se -- in Civ4 terms, they don't actually have a city there).
- It established trade posts where valuables, like fur, could be stored until transported out toward the settled areas or the metropolitan capital.
For this we need a unit that can build this "special fort" (let's call it an Outpost). It can be built within someone else's borders. If there was an open border, the outpost either provokes a diplo penalty with the land's owner (they really dislike the idea of foreign forts on their lands), or a diplo bonus if there was goodwill between the two Civs in the first place (thank you so much for helping us defend our land, and by the way we like the extra trade your fort brings us). If there wasn't an open border, we're therefore already in a state of war, so we just have one additional diplo penalty. If it was built in unclaimed wilderness, the outpost could later end up in another Civ's expanding empire, with the same result as above.
When building the outpost, the unit loses its ablity to move and becomes a permament garrison in the outpost. The outpost is removed by its owner by disbanding its garrison, or if an enemy "kills" the garrison unit.
What are the benefits of such an outpost?
It reveals tiles within a two-square radius. It also gives both its owner and the local Civ a trade route (one for the outpost's owner, and one extra route for the host Civ's capital city). The outpost also gives its owner access to any resource bonus in the outpost's space (like the old CivIII colony). If the two Civs are at war, the trade routes are cancelled. The fort's does provide a defensive bonus to other troops belonging to the owner.
The owner of the land, unfortunately, cannot work the land (or build a city) underneath the fort, lest he plants turnips there, causing the hapless edifice to collapse.

If the outpost ends up within the borders of its owner's empire, it is immediately converted to a regular fort. Obviously, you can't build it within your own borders.