sputnik323
Magelord
- Joined
- Sep 27, 2008
- Messages
- 394
After posting in the FFH forum, it didnt seem like anyone on the FFH team thought about much about this, but many other people responded, so instead of a repost (cut and paste) I want to combine and edit some of the ideas that came out of that discussion and see if the FF crowd likes them better. (FF moders seems to think much more outside the box)
Forts and castles can have a bigger role in this game, and add a whole new level of play.
Inside cultural borders:
It would be cool if a unit that is garrisoned in the fort adds the palace defender (renamed to fort keep and castle defender) promotion to cities near the fort or castle. Forts give +1 defense, castles and keeps like are the same as palace defender and give +2 defense and a castle near the capital gives +3. Keeps have a ranged attack ability similar to archers, and castles have an ability to range attack similar to catapults. These abilities only exist when a unit is on the castle tile square and using a garrison the castle (fort, keep) ability. Magic races could have a new upgrade instead of castle (a mages tower) that has the same ability but can create fireballs to throw at attackers. This promotion is lost and given to the enemy if they take the fort tile and use garrison the castle ability, although they lose the promotion if they leave the castle, just as other units lose the promotions when they leave the city. Archers also have the wall defender promotion inside the castle tile.
Outside cultural borderers:
This is where the idea really got interesting in the other thread. That castles outside cultural borders with a unit Garrisoned inside produces a small amount of culture. Forts dont give culture outside the fort tile, but allows them to grow to keeps and castles. Keeps and castles have +1 tile range for cultural borders. When a unit that is garrisoning the castle leaves the castle, the cultural borders disappear just as if a city was destroyed. This new design works as a way to buffer your borders from attackers, allows you to collect rare resources without wasting a settler or city in crappy terrain, and controls barbarians from getting to far into your territory.
Can anyone see reasons why NOT to do this?
Go here for getting part of the coding added by Mailbox
http://forums.civfanatics.com/showthread.php?t=288728
Forts and castles can have a bigger role in this game, and add a whole new level of play.
Inside cultural borders:
It would be cool if a unit that is garrisoned in the fort adds the palace defender (renamed to fort keep and castle defender) promotion to cities near the fort or castle. Forts give +1 defense, castles and keeps like are the same as palace defender and give +2 defense and a castle near the capital gives +3. Keeps have a ranged attack ability similar to archers, and castles have an ability to range attack similar to catapults. These abilities only exist when a unit is on the castle tile square and using a garrison the castle (fort, keep) ability. Magic races could have a new upgrade instead of castle (a mages tower) that has the same ability but can create fireballs to throw at attackers. This promotion is lost and given to the enemy if they take the fort tile and use garrison the castle ability, although they lose the promotion if they leave the castle, just as other units lose the promotions when they leave the city. Archers also have the wall defender promotion inside the castle tile.
Outside cultural borderers:
This is where the idea really got interesting in the other thread. That castles outside cultural borders with a unit Garrisoned inside produces a small amount of culture. Forts dont give culture outside the fort tile, but allows them to grow to keeps and castles. Keeps and castles have +1 tile range for cultural borders. When a unit that is garrisoning the castle leaves the castle, the cultural borders disappear just as if a city was destroyed. This new design works as a way to buffer your borders from attackers, allows you to collect rare resources without wasting a settler or city in crappy terrain, and controls barbarians from getting to far into your territory.
Can anyone see reasons why NOT to do this?
Go here for getting part of the coding added by Mailbox
http://forums.civfanatics.com/showthread.php?t=288728