Mailbox
King
- Joined
- Oct 6, 2007
- Messages
- 888
I think that forts and their upgrades are a little weak and I've always pushed for a little more use to them. Maybe this thread will promote some discussion and I'd love to hear some other people's ideas.
Ideas for Forts:
- Develop an "OnMove" Python hook that forces all enemy units to stop whenever in the radius around a fort. Fort must be occupied.
- Fort only radius of 1 (9 tiles)
- Castle only radius of 1 (9 tiles)
- Citadel radius of 2 (20 tiles)
- Each fort gives culture based on garrison (perhaps 1 culture per 2 str up to 3 culture/turn for a fort, 4 culture/turn for a castle, and 5 culture/turn for a citadel)
- Fort only 1 tile
- Castle only 9 tiles
- Citadel only 20 tiles
- Each level of fort gives an automatic promotion, one that gives some attack strength as well as on the defense.
- Fort Defender: +2 FS chances
- Castle Defender: +2 FS chances, + 1 FS
- Citadel Defender: + 2 FS chances, + 2 FS's
- Perhaps less support for units in forts, up to a certain point?
- AI then is told to build forts on contested borders, especially those on borders with hostile enemies
Ideas for Forts:
- Develop an "OnMove" Python hook that forces all enemy units to stop whenever in the radius around a fort. Fort must be occupied.
- Fort only radius of 1 (9 tiles)
- Castle only radius of 1 (9 tiles)
- Citadel radius of 2 (20 tiles)
- Each fort gives culture based on garrison (perhaps 1 culture per 2 str up to 3 culture/turn for a fort, 4 culture/turn for a castle, and 5 culture/turn for a citadel)
- Fort only 1 tile
- Castle only 9 tiles
- Citadel only 20 tiles
- Each level of fort gives an automatic promotion, one that gives some attack strength as well as on the defense.
- Fort Defender: +2 FS chances
- Castle Defender: +2 FS chances, + 1 FS
- Citadel Defender: + 2 FS chances, + 2 FS's
- Perhaps less support for units in forts, up to a certain point?
- AI then is told to build forts on contested borders, especially those on borders with hostile enemies