[to_xp]Gekko
QCT junkie
please correct me if I'm wrong: currently, the nox noctis effect makes all of your units that are INSIDE of your borders invisible, UNLESS they are in a city, right?
and IIRC, there were some people that were quite annoyed by the fact that with nox noctis built, their troops would be useless as chokepoints defenders cuz enemy units just went straight through them.
wouldn't it be good to have units become visible both in cities and in holdfasts ( castels, forts, citadels, watchtowers... ) ? it seems to make sense to me: if a unit is sitting on a fort, it means it's defending and so it should become able to defend that tile. this would be really useful since you still get all the normal benefits of invisibility, but if you got a certain tile that you want fortified, you can build a fort on it and place units in there.
looking forward to other people's opinion about this, and forgive me if this has already been suggested somewhere else by someone else
edit: btw, I still believe that the best way of handling the nox noctis' invisibility would be to allow units affected by it to choose between "sleep" --> remain invisible , or "fortify" --> become visible. I'm just not sure about how easy this would be to code.
edit2: another general tweak that isn't closely related to the nox noctis but would be very good imho: don't let automated workers build forts. they always put them in highly useless places and force me to grab them and tell them to do something useful instead.
moreover, they should NEVER build a new improvement over one that provides a resource ( aka don't cottage my silk plantations, please ) , nor build a new improvement over one that develops over time ( aka don't farm my towns, and don't cottage my citadels, please - to avoid seeing 50+ turns of development wasted by a single stupid worker ) . this way unticking "automated workers leave old improvements" would be an option, and automated workers would be much more efficient, making micromanagement less needed, which is always good imho.
and IIRC, there were some people that were quite annoyed by the fact that with nox noctis built, their troops would be useless as chokepoints defenders cuz enemy units just went straight through them.
wouldn't it be good to have units become visible both in cities and in holdfasts ( castels, forts, citadels, watchtowers... ) ? it seems to make sense to me: if a unit is sitting on a fort, it means it's defending and so it should become able to defend that tile. this would be really useful since you still get all the normal benefits of invisibility, but if you got a certain tile that you want fortified, you can build a fort on it and place units in there.
looking forward to other people's opinion about this, and forgive me if this has already been suggested somewhere else by someone else

edit: btw, I still believe that the best way of handling the nox noctis' invisibility would be to allow units affected by it to choose between "sleep" --> remain invisible , or "fortify" --> become visible. I'm just not sure about how easy this would be to code.
edit2: another general tweak that isn't closely related to the nox noctis but would be very good imho: don't let automated workers build forts. they always put them in highly useless places and force me to grab them and tell them to do something useful instead.
moreover, they should NEVER build a new improvement over one that provides a resource ( aka don't cottage my silk plantations, please ) , nor build a new improvement over one that develops over time ( aka don't farm my towns, and don't cottage my citadels, please - to avoid seeing 50+ turns of development wasted by a single stupid worker ) . this way unticking "automated workers leave old improvements" would be an option, and automated workers would be much more efficient, making micromanagement less needed, which is always good imho.