westamastaflash
Lord Commander
- Joined
- Nov 1, 2007
- Messages
- 933
Modular Fort Commanders, version 1.1
View attachment FortCommanders.zip
I built this module based on the ideas & art found in JFortZoC, Orbis, FF+, and MaxAstro's similar mods.
It is entirely modular, using odalrick's modular python mod:
http://forums.civfanatics.com/showthread.php?t=332534
I used v4 but it should be forward compatible.
Install odalrick's modular python, then drop the FortCommanders folder into your Modules/NormalModules subdirectory and away you go!
How it works:
You build a fort or discover one in the wilderness. Your unit can then cast a spell "Claim Fort." This creates a fort commander on that tile, spreading your culture to that tile as well.
The longer the fort commander has run the fort, and the more experienced she becomes at governing the area (and the less wild the area becomes). Each turn that she occupies the fort, a small amount of your culture (based on her level and the distance from the fort) will be added to the land plots around the fort.
This is a good way to help fight off culture expansion from a neighbor, as a fort tile that is garrisoned can never be flipped to a different civilization.
Also, when you capture a fort in enemy territory, you can create a commander to garrison it, and he will start spreading your culture in that tile as well (giving you control of a tile in enemy territory. Should you make peace, the city's culture may completely surround you, though you will start applying your culture to that land.
5 turns after occupying the fort, your commander will receive a "Garrison Drilling I" promotion, which will allow him to command an additional unit, and the culture of a fort, castle, or citadel will grow to the surrounding tiles.
10 turns after first occupying the fort, your commander will receive a "Garrison Drilling II" promotion, which gives command of an additional unit, and the culture of a castle or citadel will grow to the size of a city's fat cross. It grants minion archers the "Garrisoned" promotion, which gives +20% defense and +2 first strikes. It grants minion Melee, Mounted, Recon, Disciple, and Arcane units the "Fort Patrol" promotion, which gives +2 first strikes.
30 turns after first occupying the fort, your commander will receive a "Garrison Drilling III" promotion, which gives command of an additional unit, and grants minion units the "defensive" promotion for free.
Forts expand culture based on your cultural value in a square (and the requisite level of commander). So 2 forts of 2 civs right next to each other will fight for control of the land much as cities do. Cultural expansion happens slower in the diagonals so as to allow forts to control the top and bottom (or left and right) squares when they face off against an opposing fort.
Technical:
I only stuck with the basics for now, but as this is modular, it should be easy to build another module with unique fort commander units, promotions, etc. Fort Commander is part of the Commander UnitCombat, so I had to disallow a bunch of the Great Commander promotions by giving the fort commander a special promotion. There might be a different and better way to do this in a future version.
View attachment FortCommanders.zip
I built this module based on the ideas & art found in JFortZoC, Orbis, FF+, and MaxAstro's similar mods.
It is entirely modular, using odalrick's modular python mod:
http://forums.civfanatics.com/showthread.php?t=332534
I used v4 but it should be forward compatible.
Install odalrick's modular python, then drop the FortCommanders folder into your Modules/NormalModules subdirectory and away you go!
How it works:
You build a fort or discover one in the wilderness. Your unit can then cast a spell "Claim Fort." This creates a fort commander on that tile, spreading your culture to that tile as well.
The longer the fort commander has run the fort, and the more experienced she becomes at governing the area (and the less wild the area becomes). Each turn that she occupies the fort, a small amount of your culture (based on her level and the distance from the fort) will be added to the land plots around the fort.
This is a good way to help fight off culture expansion from a neighbor, as a fort tile that is garrisoned can never be flipped to a different civilization.
Also, when you capture a fort in enemy territory, you can create a commander to garrison it, and he will start spreading your culture in that tile as well (giving you control of a tile in enemy territory. Should you make peace, the city's culture may completely surround you, though you will start applying your culture to that land.
5 turns after occupying the fort, your commander will receive a "Garrison Drilling I" promotion, which will allow him to command an additional unit, and the culture of a fort, castle, or citadel will grow to the surrounding tiles.
10 turns after first occupying the fort, your commander will receive a "Garrison Drilling II" promotion, which gives command of an additional unit, and the culture of a castle or citadel will grow to the size of a city's fat cross. It grants minion archers the "Garrisoned" promotion, which gives +20% defense and +2 first strikes. It grants minion Melee, Mounted, Recon, Disciple, and Arcane units the "Fort Patrol" promotion, which gives +2 first strikes.
30 turns after first occupying the fort, your commander will receive a "Garrison Drilling III" promotion, which gives command of an additional unit, and grants minion units the "defensive" promotion for free.
Forts expand culture based on your cultural value in a square (and the requisite level of commander). So 2 forts of 2 civs right next to each other will fight for control of the land much as cities do. Cultural expansion happens slower in the diagonals so as to allow forts to control the top and bottom (or left and right) squares when they face off against an opposing fort.
Technical:
I only stuck with the basics for now, but as this is modular, it should be easy to build another module with unique fort commander units, promotions, etc. Fort Commander is part of the Commander UnitCombat, so I had to disallow a bunch of the Great Commander promotions by giving the fort commander a special promotion. There might be a different and better way to do this in a future version.