Automated Workers Build forts next to city????

Is it a problem only in Fall From Heaven ?
I stoped playing vanilla civ, warlord and BTS 5 months ago for playing only FFH and I think I recall this problem existed already somehow in BTS 3.13
Anyway, civ, warlord, BTS or BTS/FFH, I do agree than we should have more options for automated workers restricting them on order to build some categories of "improvements".
The final idea is to have the bulk of workers automatically building cottages and farms only, and use manually some workers for fine tuning the improvements.
 
There should at least be an option to let workers clear forests/destroy improvements only if doing so allows you to access a resource that was otherwise not usable. And to disable building forts.
 
Well, if you NEVER want them to build a fort, not even if you specifically tell them to, you could remove the ability from the worker unit completely in the XML. Other than that... no clue how to stop them and still be able to automate.

The other alternative is to turn on the "Automated Workers Leave Improvements," and then keep 5 workers that are NOT automated who can customize/rebuild where you need to change things around, while all of the other ones will continue to develop your land from base up to something better.
 
well might you be so kind as to explain how to remove it from the xml? i never build forts anyways.. but i have no idea which xml file it would be or where in it..
 
Assets/XML/Units

You want the file UnitInfos.xml, look for an entry for Unit_Worker. Then scroll down till you see a listing of what it can build, the pattern of what is required for each entry should be clear, so make sure to remove all the lines you need to in order to have forts no longer on the list.

And to open the file, use Notepad.
 
Forts should project cultural borders, and your own natural borders should never extend further than the Fat Cross, requiring the building of strategically placed forts to expand your border. You'd have to place forts along the road to distant cities, etc. Sounds like a lot more fun to me.
 
Forts should project cultural borders, and your own natural borders should never extend further than the Fat Cross, requiring the building of strategically placed forts to expand your border. You'd have to place forts along the road to distant cities, etc. Sounds like a lot more fun to me.

Long time lurker first post:

I loved this idea, and it would also help with the wild lands problem. But the forts should expand borders, if garrissoned,which would need to change the AI.
 
I proposed this idea a long time ago (early spring of last year, iirc), in both the FfH and BtS forums (hoping against hope that firaxis could implement it for us and get the AI to understand such a mechanic).

Well, except for the not letting borders expend beyond the fat cross part--that might actually be a little much, it would probably be just as well and a whole lot easier to just make the highest cultural levels (refined, influential, legendary) have enormous culture requirements. Of course, that would make a cultural victory almost impossible. Your idea would also really hurt th Kuriotates.

I would love it if forts/castles/citadels could get culture (more for castles than forts, citadels than castles, of course) based on the strength of their current garrison. It shouldn't really build up through time(at least not much), but a large garrison can really expand the influence of a fort while it is present there. (I think that "culture" should be renamed "influence," expecially if fort based culture is added.)

Yeah, this would probably be much too hard on the AI, unfortunately.
 
You could base the culture value of the forts/castles/citadels off of a multiple of the Fortification Bonus and the Culture Fortify value of each unit :) Then a Hero would grant it more culture than a standard unit, and the longer the unit is stationed, the more bonus it would grant.

Then just make it so forts are x1, Castles x2, Citadels x3 :) Could be nifty.

And if you did limit the cities in their culture expansion, just allow Sprawling to grant double the border expansion per culture level.
 
One of the mods that comes with BTS( the civ in space mod ) uses Space Stations, which are basically forts that project a square of culture.
 
One of the mods that comes with BTS( the civ in space mod ) uses Space Stations, which are basically forts that project a square of culture.

isnt that essentially just another form of the settlements for kuriotates.. that would mean the AI for that type of thing is already in no?
 
I actually merged a mod with my game (changing it to work with Ffh) called JfortZoc that adds one ring of culture around a fort. You could probably use that as a base.
 
I actually merged a mod with my game (changing it to work with Ffh) called JfortZoc that adds one ring of culture around a fort. You could probably use that as a base.

The problem with JFortZoC is that it's in python and slows the game down immensely, as opposed to the functions being in the .dll.

Edit: Although, the last time I tried was on a huge map (which worked fine without it) so maybe it might be feasible with a small-standard map.
 
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