A MOD-component we may need to include

We could use it for upgradable (not by cityworking, but time) improvements as discussed in that thread.
The variable specialisation cottages, upgradable fortifications/towers, etc.


Also this guy added 2 types of forest: young and oldgrowth, which we we also were kinda trying to do.

I havent looked at the insides yet....so I'm not 100%sure, maybe he does the same as FFH.
 
We could use it for upgradable (not by cityworking, but time) improvements as discussed in that thread.
The variable specialisation cottages, upgradable fortifications/towers, etc.


Also this guy added 2 types of forest: young and oldgrowth, which we we also were kinda trying to do.

I havent looked at the insides yet....so I'm not 100%sure, maybe he does the same as FFH.

yep same thing. Improvements can already be upgraded in vanilla. This modcomp is about growing forest(Features)
 
They can?

Ah,
please share your plans for upgradableImprovements with us.
:)
 
Ah ok.
workable upgrades I understand.

I wanted to have build options requiring a pre-existing improvement.
eg:
Lookout -> StoneTower -> Wizard's Tower
or WE:
Ancient tree (observationpost) -> + wall of Brambles (fortification) -> + enchanted glade (+magiceconomy)
...actually enchanted woods could work as a workable upgrade.
 
i dont know about fortress improvements... as it stands in vanilla and other mods i never ever build the damm things... they are next to useless

i would tie the ability to make fortesses to farms... manor, castle, fortress (at the cost of buiding better farms.. etc i would not have a fortress tile on its own they have no real benifit... for one thing it is often better for a player to defend a city the invading army may well raid and destroy all the improvements but oh well... generally speaking they only raise the half facing there border... and workers can rebuild it no problem... but thats my thought
 
I just like the pretty buildings. (except the bunkers! :sick: )
I build them whenever I can and commonly have an entire atlantick-wall facing an unfriendly neighbour.
I agree they are next to useless, forests give a better defencebonus than vanilla forts.

However in upgradable forts, the initial fort will be cheap, enabling some fast extra protection while healing.
Then the Highest upgrade, castle, would be a really good defensive possition.
But only upgradable within cultural borders.

Also the extra artillery/ballistics benefits discussed would make them more interesting to deploy near an enemy city under siege.
 
Forts preventing troops from fleeing, but still retreat. (inside stockade)
That is one of the basic increased functionalities I'll be looking forward too.


I just realised that a ranged attack from forts may be AI-intelligable.
A bonus firststrike for ranged attacks would be automatic though.
 
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