Improved Forts and Engineers

Improved Forts and Engineers 2

Hey may I use this mod in my overhaul mod mouse's rise of mankind really like what you did as usual, I'm working on a civilization 6 version of my mod for 5. Rise to power I used a lot of you're mods in it.
Sure. Feel free to use any of my mods - I'd just appreciate a shout-out in your credits.
 
I figured, eventually I'd like to be able to recreate the equivalent of the Maginot Line.

My goal is to someday recreate the AAA World War II European
scenario. (AAA is an open source game based on the board game Axis and Allies)
 
Finally, forts might be useful for once! Thanks for this.

Does this mod affect the Alcazar from Grenada's suzerain bonus as well?
 
What about adding several different kinds of 'forts':

  • ancient era: lookout tower
    • +1 view range
    • archery or masonry
  • classical era: guard tower
    • +1 view range, 1 turn of fortification
    • construction
  • medieval era: fort/castle
    • same as you have it now
  • renaissance era: star fort/trenches (you can use art from civ V citadel)
    • same as now, but +8 defense instead of +4
    • siege tactics
  • industrial era: polygonal forts (you can use art from civ V fort)
    • same as above, but +2 view range instead of +1
    • military science
  • modern era: bunker (you can use art from civ III)
    • same as above, but +12 defense instead of +8
    • steel or electricity
  • atomic era: nuclear bunker
    • same as above, but +16 defense instead of +12
    • half the techs work here
  • information era:
    • none I guess? Doesn't matter by this point in the game XD
I think this would make forts be relevant earlier and stay relevant later, without making them too over powered since you can just walk around them if you have a lot more troops.

I had similar idea before i found this post. In my opinion 4strengh in early and 16 in late game is still not enough. There was +50% defense modifier in civ V and anyway almost no one used it, 4str for warrior mean 20%, for musketman its 7,27%. +8str for musketman is still only 14,5%. I think, its heavy underpowered. (I was a bit modding civ V, so i have edited the +4 from this mod to +12 for the fort and all other defensive buildings)

If i could, i would upgrade your idea to:
  • ancient era: lookout tower
    • 4str
  • classical era: guard tower
    • 8str
  • medieval era: fort/castle
    • 12str
  • renaissance era: star fort/trenches
    • 16str
  • industrial era: polygonal forts
    • 20str
  • modern era: bunker
    • 24str
  • atomic era: nuclear bunker
    • 28str
  • atomic era: nuclear bunker (no graphical changes)
  • 32str
All the time its still the same improvement but with different numbers and art that changes once you reach a new era, that could be technically hard to code, so 8different improvements would do the job until you will find a solution.
 
I've never really looked at the code before, but I'm curious, what is the purpose of the "PLOT_ADJACENT_TO_ALHAMBRA" RequirementSet as it's not attached to any modifier?
Also, since the Maori Pa already grants healing to occupying units, is the bonus "DEFENSIVEIMPROVEMENT_BONUS_HEAL" redundant for it?
 
I've never really looked at the code before, but I'm curious, what is the purpose of the "PLOT_ADJACENT_TO_ALHAMBRA" RequirementSet as it's not attached to any modifier?
Also, since the Maori Pa already grants healing to occupying units, is the bonus "DEFENSIVEIMPROVEMENT_BONUS_HEAL" redundant for it?
You know, as I was updating it for GS I realized I no longer had any idea why I had that requirement in there any more either. I think I originally had meant to provide some sort of ability, later scrapped it, but kept the requirement in there just in case I wanted to do something with it later. I didn't clean it up this time but maybe I should :crazyeye:

For the Pa, I was a little conflicted, but I believe that its ability is that Maori units on it can heal even after doing something, so the heal amount is not increased. Plus, only Maori units gain that ability. The mod provides increased healing to any unit on the Pa, so other civs can gain the standard improved fort benefits from it while maintaining the special Maori bonus.
 
You know, as I was updating it for GS I realized I no longer had any idea why I had that requirement in there any more either. I think I originally had meant to provide some sort of ability, later scrapped it, but kept the requirement in there just in case I wanted to do something with it later. I didn't clean it up this time but maybe I should :crazyeye:
Lol, I figured as much. I, too, have random bits of unused code scattered here and there throughout my mods.
For the Pa, I was a little conflicted, but I believe that its ability is that Maori units on it can heal even after doing something, so the heal amount is not increased. Plus, only Maori units gain that ability. The mod provides increased healing to any unit on the Pa, so other civs can gain the standard improved fort benefits from it while maintaining the special Maori bonus.
I had decided to give the Pa its own Modifier set w/o the healing. I wasn't sure at first either, but decided that at least that ability should be Maori only.
 
Hallo, I like you mod. I found a compablity problem with the "strategic fort" mod. When both mods are running the "strat. fort" mod overwirte the setting of your mod and negate it completely.

I have also to request/ ideas:

Would it be possible to have some different forts?

1. One fort that work like the polish fort (increase borders but only buildable inside of city borders). Only increae culture border when the hex was neutral (no culture bomb)

2. A "strategic fort" or military outpost, to claim land outside for borders (like the strat. fort mod). But with some gold upkeep or ressource building cost (iron etc.)

Thanks!
 
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