forts

In BtS they can act as canals to cross narrow stretches of land. They provide a small defensive bonus, which again at a bottleneck might be of some minimal relevance. Other than that, forts have been completely pointless since Civ 3.
 
they can act as an airbase in bts, which is good due to the new limitations for the number of bombers your cities can have.
 
Forts have become useful in bts for the two reasons above; as an airbase and as a canal. This means that they are likely to be slightly more useful than before, especially for bottlenecks. What I find a bit silly still is the fact that the defensive bonsus for a fort is 25%, whilst the same bonus is 50% for forest/jungle.

I had a situation in a recent game where I had a one-tile chock point where I built my first fort of bts to put some troops in, where they were in theory in a less defensive position than the forest behind the fort!
 
don't forget that they can give you access to resources as well, which is great for strategic resources outside your BFC. They also act as cities, so you can station CGII troops there.
 
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!

BTW: What does CGII stand for?
 
dont forget they can be built over jungles/forests to give 75% or forest hill for 100% although i am only about 75% sure of this (woot precentages are fun)
 
I'll try building one on a jungle/forest. I assumed that the fort clears what is already there. If this isn't the case, can you build a fort on top of a hill and also have a mine/windmill there? I am assuming not.
 
You cannot have a fort and an improvement at the same time, but the defense bonus of hills anf forest are cumulative, you can have a hill+forest+fort with 100% defense bonus.
 
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.
 
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.

Correct.

Although people have already said them, I'm going to compress the advantages of forts in a nice bulleted list :p

- 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)
 
In civ III I remember building maybe a couple in all that time. In civ IV, I built a total of 0.

So yes, they were not that great, but at least had some use in Civ III. I found them almost pointless in the newer series, though I have yet to try out BtS, so perhaps Firaxis realized they made a poor system even useless and have made some fixes to it now.

I think some big reasons as to why they became useless, was that Civ IV removed bottle-necking exploits, and changes to the AI removed the super-defence city/fort exploit for killing off mass AI units with ease.
 
Forts haven't cleared forests since vanilla civ IV...
 
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!

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.
 
- 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)


I didn't know. That does indeed give them a serious list of advantages to work with and use to your advantage.
 
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.

Great point. It needs to be impressed that the fort can be built outside your cultural borders. I can see this also being useful on an island, where you want the resource but don't want to pay the maintenance for a city.
 
Can one build forts next to each other or next to a city to create a 2 or more square canal...I could see that being a very useful thing!
 
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