GenocideBringer
King
- Joined
- May 29, 2005
- Messages
- 628
What's the point? They don't seem to have a zone of control...Is there any use in building them?
City Garrison II... pretty much the minimum protection you want on a static defense.BTW: What does CGII stand for?
This is probably obvious, but:
When you build a fort on a resource tile (sugar for example) it gives you the sugar, but it does NOT give +1F, correct?
Meaning it's good for resources outside of the fat cross of a city but you're still going to build plantations/pastures/mines/etc...inside the fat cross.
Wow, that's bit like the colony/camp setting I seem to remember a previous version of Civ having. That makes them much more useful. What would be really usefull would be something similar for water tiles for those bloomin' whales that are always miles away and in icy regions!
- Forts now harness resources
- Forts no longer clear forests
- Forts can act as canals (as long as each one is beside a body of water)
- Forts act as city tiles in that they give units with City Garrison promotions the respective bonuses for defending in a fort tile
- Forts can act as airbases (late game)
It's better than the CivIII colony, because building a fort doesn't consume the worker.
I've used it at least once for that ice field iron I desperately needed but couldn't find a way to settle next to. I haven't had a chance to use the canal yet, as I still seem to form the canal with a nearby city.