• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Quick Questions , Quick Answers

I have Sailing tech.. I am talking about this situation on the screen
island.jpg
 
Yeah, improvements and roads (trails)
I thought it will be sufficient, but maybe i am missing something obvious..
 
That could be.. I have built wooden watchtower on one of the tiles, but should probably build wooden palisade instead and wait until mathematics. I will try. Thanks GreatLordofPie!
 
That could be.. I have built wooden watchtower on one of the tiles, but should probably build wooden palisade instead and wait until mathematics. I will try. Thanks GreatLordofPie!
No problem. I think worst case scenario you'd need to build forts on each resource but like I said I'm pretty sure you only need one.
 
IIRC what level of fort you need to get the resource (at least the one on it) is written in the fort details in the Civilopedia ?
The fort is merely providing you with culture that makes it "your territory", in which case the difference is merely in how many plots it affects.
The actual resource getting is tied to having routes or other "trade methods" (like rivers, lol) to connect it with your cities, which has nothing to do with forts.
 
The fort is merely providing you with culture that makes it "your territory", in which case the difference is merely in how many plots it affects.
The actual resource getting is tied to having routes or other "trade methods" (like rivers, lol) to connect it with your cities, which has nothing to do with forts.
Forts do harvest resources, at least when they've reached a certain tech level.
 
Forts do harvest resources, at least when they've reached a certain tech level.
Quoting the game itself: "A fort acts like a city."
Which still gives you pretty much nothing, if that "city" is not connected to any of your REAL cities via some kind of a "trade route" (not only roads), lol.
Just like your REAL cities don't share their resources between each other until and unless you connect them via "trade routes".
 
I always did want to make a coastal improvement you'd build from the land side coast tiles that would take up a targeted adjacent sea coast tile that would act like a pier acts in a city. I'm not sure if forts do work like cities to make that connection - truth is its always something I've wondered but never looked too closely at in the code because there are a lot of vague terms in the code that may or may not mean anything to do with the route rules that connect a land mass to another. (areas)
 
I think that a 'fort that acts as a city' is considered to provide the 'port' requirement that connects the roads from the fort to the improvement and the fort to the cities across the water so as to provide the resources on a landmass that doesn't have a city, however, only if the techs you have allow for trade across all the types of water tiles between the landmasses. I think that's how it works?
 
I think that a 'fort that acts as a city' is considered to provide the 'port' requirement that connects the roads from the fort to the improvement and the fort to the cities across the water so as to provide the resources on a landmass that doesn't have a city, however, only if the techs you have allow for trade across all the types of water tiles between the landmasses. I think that's how it works?
That's what I also said: Forts act like cities, but it means you must be capable of trading between your actual cities in such a case as well, otherwise it's useless.
 
Back
Top Bottom