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Discussion in 'Civ - Ideas & Suggestions' started by Chadwiick, Oct 4, 2011.

  1. killmeplease

    killmeplease Mk Z on Steam

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    hmm it would nerf forts but might be counter-intuitive to a player.
    my intention was that the tiles are temporarily yours, and works just like any other of your tiles, but when you lose a fort you lose tiles too. so they can be shown as regular tiles of your ownership, only city screen needs clarification as its a screen where you buy land. so they should to be marked somehow there.
    although making them unworkable would be ok too

    only you but not other civs.

    no one can grow to already owned tiles, if fort is destroyed or captured they return to an original owner. only if original owner city gets destroyed, those tiles become nobody's and can be accquired by other civs. you can think of fort surroundings as of a second layer of ownership (temporary ownership, occupation).


    the blue player can grow to tiles 3 and 4, can not grow to tiles 1 and 2 (but can work on them)
    the red player can not grow to tiles 1, 2, 3 and 4.
    the red player will get tiles 1 and 2 back, if fort is destroyed.

    i think that could be an interesting effect but as you mentioned potentially exploitable. or maybe not really exploitable but just unfun, as player will be forced to build them everywhere to increase his borders growth. what will render this feature redundant.
     
  2. CYZ

    CYZ Toileteer

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    Okay, so you could use forts to occupy tiles, making sure other civs cannot claim them (without war).

    So if you see a good city site and are worried another civ might get there before you. You can send a worker and warrior, build a fort, occupy it. And voila, any civ wanting to settle nearby will have to do so at least 2 tiles further than whereever your site was. If you'd use more than one fort it would be even easier.

    Wow, this would add a whole new layer of strategy for both expansion, offense and defense. Also, legion will be sooooo much better now!

    I must say killmeplease, your input is just what this thread needed. How hard do you think it would be to make a mod for this?

    I'd assume not so hard, but getting the ai to use it (in a smart way) might be superhard.
     
  3. killmeplease

    killmeplease Mk Z on Steam

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    thank you for the appreciation of my idea :)
    yeah legions will benefit much from this!

    modding i assume will not be hard (though i'm not sure as civ5 is not very modder-friendly) but teachicng the AI how to use the new concept, i think, is impossible without SDK access, unless we'll find some hack what i think is of very little probability.
     
  4. CYZ

    CYZ Toileteer

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    Too bad really. It's a great idea but if the human player is the only utilizing it there's no point. Let's keep it on the shelf untill SDK is released.
     
  5. Kurtbob

    Kurtbob Prince

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    Legions would be amazing...build fort then occupy...

    Agreed. Thanks killmeplease! Ideas are always welcome but doubly so from actual modders. I would love to see this modded into the game :) Crossing fingers with the SDK release!
     
  6. CYZ

    CYZ Toileteer

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    I just realized something, citadels. What do they do?

    Obviously they at least have the same effect as the fort, but do they get any other bonusses?

    There is something to be said for a two tile radius, but perhaps this would be too powerfull as well. After all, they have no building time and do additional damage to adjacent enemies. In fact, the free GG from the honour policy would be ideal for building a fort near an iron deposit early.
     
  7. killmeplease

    killmeplease Mk Z on Steam

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    maybe it should provide a faster healing also. as there's only 1 unit sitting in it, beating off attacks.
    ordinary forts could also provide faster healing, just like cities do.
     
  8. CYZ

    CYZ Toileteer

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    Not sure, it might be overpowered I think. Forts are already pretty strong and units already heal as if in friendly territory when inside or next to a fort.
     
  9. Kurtbob

    Kurtbob Prince

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    I agree. I think the player should be taking a chance by building forts (they are supposed to be hard to take but not invulnerable). If a player wants city defenses, they should just build a city.

    I think Citadels should have the same claim tile rules as fortresses. A second ring is not needed since the Citadel has boosted defensive capabilities.I think this is a good way to motivate civs to build more citadels, which is rarely ever see in most games.
     
  10. CYZ

    CYZ Toileteer

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    I agree. Since you usually have more GGs than you'll need (when marmongering at least) this will be a nice alternative to a Golden Age. Planting a citadel on a strategic location may very well change the outcome of a war, and no worker is needed.
     

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