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Forts, castles etc in FfH

Alzara

Emperor
Joined
Jan 2, 2008
Messages
1,214
Location
Florida
Hey guys

Can forts, castles, or whatever, be used by ships in FfH like in normal civ beyond the sword? Ive tried it in some games but they dont seem to allow canal access...

Al
 
It was recently blocked. Forts used to allow it before they were designed to upgrade, then only Castles (last upgrade) did it, but with how many people have reported Ships killing their land units since then, it was removed.
 
Do they return resources that they're sat upon when connected to the trade network, like the new ones in Beyond the Sword do?
 
They used to before the upgrade capability. I would think that they still do, however if the AI is immediately re-building a standard improvement over them, I am thinking that it is no longer the case.

EDIT: Just tested it, Forts, Citadels & Castles no longer connect resources (none of them). At least, not Copper, Iron and Horses, which was what I used to test it (and I did ensure that normal improvements could connect them, just to make sure it wasn't an error with forgetting to grant myself the right technology ;))
 
how unfortunate... so castles need to be updates so they're not attackable by ships, just like with cities...
 
The problem now is that forts are unappealing except in certain strategic locations

Al
 
the latter one I have not noticed as in my game the AI has never build Fortifications over resources. In general I like Forts, they are a nice addition and a nice optical effect. It doesnt hurt to have as it doesnt hurt to not have them. In general they are a valid factor in raiding campaigns as you can conquer and use a enemy's fortification, best a citadel, as a base for raiding the surroundings.
 
Don't the evolved forts act like the sensor towers from Alpha Centauri? In other words, they increase the defensive strength of all units belonging to their owner within a 2 tile radius?
 
the latter one I have not noticed as in my game the AI has never build Fortifications over resources. In general I like Forts, they are a nice addition and a nice optical effect. It doesnt hurt to have as it doesnt hurt to not have them. In general they are a valid factor in raiding campaigns as you can conquer and use a enemy's fortification, best a citadel, as a base for raiding the surroundings.

Actually, many people are reporting that the AI's workers are getting stuck in loops because they build forts and then rebuild the former improvement when they realize that they're not getting the resource and so on. I hope the team decides to add city status back to forts because that's a nice boost for the city garrison promotion as well.
 
Don't the evolved forts act like the sensor towers from Alpha Centauri? In other words, they increase the defensive strength of all units belonging to their owner within a 2 tile radius?

Correct. At least, as it was initially proposed. I have heard people say that it doesn't show the bonus defense on mouseover, but does show it in the combat odds calculations.
 
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