Balance - Forts

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
11,057
Location
Texas
This component has been combined into the Balance - Improvements modcomp. This thread will no longer be updated.


-----------------

This makes forts slightly more valuable for locations other than tiny choke points.

  • Forts yield +1:commerce:
  • Forts deal 1 point of damage to adjacent enemy units

These represent the increased trade forts receive, and basic defensive forces.

This mod is now available in the Civ V Mod Browser (Main Menu > Mods > Browse Mods, search for "balance - ").

Spoiler Version History :

v. 1
  • First release.

Any other version increases were changes to the mod name or description to make it more concise and clear, and do not affect gameplay.
 
omg awesome! you must be reading my mind! And thanks for updating the combined file with this.



Now... if only they could station aircraft like in civ4 and allow naval units to enter if adjacent to a shore (so you can't chain them for a canal), then this would be mega epic win!

**edit

another idea i stole from another thread -> allow airlift between forts once the flight tech or something is researched.
 
I like it.

It should be in other mod but can you make grand general fortress shoot also?


Keep up with good work
 
I like it.

It should be in other mod but can you make grand general fortress shoot also?


Keep up with good work

Actually, I'm pretty sure that it does that by default in the vanilla version. Probably where the inspiration came to boost the stock fort as well. I think it does 2 damage even, not just 1.
 
I'm glad you like the changes!

The Citadel (Great General version) deals 3 damage per turn to adjacent units by default. I buffed the Citadel to also give 2:hammers: 2:commerce: in the Greater Person Improvements mod.

1 damage per turn is still rather low, so it's not so overpowered you'd spam forts, but does let you keep the unit on the tile fortified while the fort itself shoots at troops a little each turn.
 
With a small AoE, I'd imagine it would be good if placed in the best place the enemy could use to bombard your city. I approve.
 
Is it possible to give forts a ranged attack like archers and give them HPs so they act like immovable archers? OR can we increase the range? i.e. damage enemy two tiles away?
 
Is it possible to give forts a ranged attack like archers and give them HPs so they act like immovable archers? OR can we increase the range? i.e. damage enemy two tiles away?

This is getting off topic but, you could make an unit siege engineer or some such, allow him to move about the map, then transform to a siege with a range attack only on a fort with a move of 1 but prohibited form entering any terrain, so it in effect does not move. A lot of trouble but I seen the fall from heaven mod use mechanism like this.
 
@Lonkut
All that's available is an entry NearbyEnemyDamage where a damage amount is specified. There's no range option, so it would probably take a change to the c++ to alter the range or give it hitpoint mechanics.

@SerriaFox
That seems very similar to how siege units work, and the anti-foritified-unit promotion is most useful against units in forts.
 
Another wild idea to improve forts, would it be possible or desirable to add a Barracks function to the fort? i.e. free promotion for units built by the nearby city
 
That's certainly an interesting idea, perhaps better for Citadels. With forts, it would give the potential to spam them all around a city to improve units built there, and city radii are rather large now so a military city could conceivably have a dozen of these while still maintaining strong production. Once the c++ becomes available to us, I'll see what I can do to apply this bonus to citadels. :)
 
Back
Top Bottom