@StrategyOnly I don't even know if the ones I have added work corectly. I seem to have corrupted mu BtS folder - I probably copied the C2C dll over the BtS one now I can't run anything except mods with there own dll which makes pillage (oops that should be recycling) difficult.
My original detailed ideas are
here for the outpost buildings and two early fort like buildings. I am still thinking about
fortified caves that was discussed elsewhere.
If you could make the two early forts and make sure the outposts are working that would be great. I was going to use the palisade graphic from Piat's mod (hence the pillage). Don't know what to use for the abatis
@all With the resource improvements things are a it more complex. It will mean duplication of what we have and changing some of what we have also. There is also some thought needed on how they interact with Realistic Culture Spread which they may subvert.
1) currently mines and quarries can be built outside your borders. The only reason for this is to influence Realistic Culture Spread! The suggestions here would not influence but implement cultural spread.
2) I reckon that early in the game you should only be able to build resource grabber improvements if they are next to your cultural border. This mans that you would need to build that fort next to a resource before you build the resource grabber. How do we teach the AI that?