Fort

Merkill

Chieftain
Joined
Aug 24, 2004
Messages
69
Location
sweden
I have not been using forts in a very long time due to the fact that a well defended fort will not be attacked by the ai as it will simply move the sod past it.

Sounds like a good thing in an ai and it is but it also makes forts almost pointless and only really works in 1 tile chokes but more often than not i will just plant a city due to city bonuses on units and the sod will attack a city.

A Solution to the problem would be if units that moved away from a fort got colateral damage , representing the fort attacking and harrying them as they pass by or flee like any good militia defending a fort would.

That way an army that gets to a tile next to a fort will have to choose to attack the fort or take colateral damage as it leaves from the tile , it could ofc stay on the tile laying seige to the fort to :)
 
It's a good idea for civ4, but I think most of what you're talking about is irrelevant in civ5 terms.

1upt means there are no sods; and forts will become far more relevant, since the only way you can increase the defensive value of a unit guarding your border will be to use a fort. You won't be able to just stack more defenders.

Hex maps also make it more difficult to sneak past positions. On the square grid, you can go around things without losing any time at all, by using diagonals. On a hex map, detours almost always cost movement, especially wide detours. Also, to form a wall around something takes far fewer tiles. To surround just 1 tile takes 8 tiles on a square grid, 6 on hex grid and the difference rises exponentially as the area gets larger.

Also, collateral damage is irrelevant in 1upt.
 
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