Creating an Outpost

SerriaFox

King
Joined
Mar 27, 2008
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Location
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How hard would it to create an Outpost:

Outpost:

Provides a fortification bonus like a city;
Provides a small airfield 1 or 2 aircraft limit;
Provide 1 worked tile like a city to get yields and commerce from the resource it is found on, reason to found it fact;
Provide a cultural border like a just founded city, but never get more culture;
Pays city maintenance base on distance from capital;

Does not pay maintenance based on number of cities nor does it count as a city for the maintenance of other cities.
Does not prevent the founding of city in adjuncts squares;
Must be attack cannot flip due to culture;

Ok what inspired this questioned, was the quantitative resource thread, and based on my reading of the situation it seems yields and commerce would be a far easy solution, and leave the "bonus_resource" code alone, but I am very new to trying to mod, so I could be wrong. However to work with resource one square beyond your city work area would require another city to get the "yield" bonus of a resource, and the rest of the area might not justify putting a city there. ie that oil right in the middle of a dead desert or tundra, or in the one or two unworked squares between cities.
 
This is almost exactly what I had wanted and finally achieved. You can do this by using Lopez's "Build Outside Borders" combined with Jeckel's "JImprovementCultureBorders" and his "JFort" mod. Your outpost will look like a fort but I'm guessing you won't have a problem with that. :)

Combining the mods is a bit of work and the culture mod is a little buggy (at least for vanilla but I suspect all); you can read my recent threads if you want a heads up on how I got it running.
 
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