raystuttgart
Civ4Col Modder
Small update on Monasteries and Forts.
Made some good progress last night with my coding efforts.
(I am still not done yet however.)
I am quite positive, that this will become an interesting feature that players will really like to use.
However, I have made some design decisions:
1. Although AI will try to take possession and generally know how to use them, it will not build these improvements itself.
(The logic for teaching AI when and where to build them became to complicated and imperformant.)
2. I will try to keep the involved features clean and easy to understand.
(It does not make sense to pack to much into that.)
The attached screenshots will basically explain what the improvements do.
Forts: Protection against Raiding Natives, Wild Animals, generally enemies
Monasteries: Positive effects with Natives walking by (unless you are at war with them)
These improvements can be built outside city borders and do also use the feature "Growing Improvements".
They will need to have a fortified Military Unit (Fort) or Missionary (Monastery) inside to be considered "active".
Edit:
Thanks to Schmiddie for creating the buttons for the BuildActions.
Made some good progress last night with my coding efforts.

(I am still not done yet however.)
I am quite positive, that this will become an interesting feature that players will really like to use.
However, I have made some design decisions:
1. Although AI will try to take possession and generally know how to use them, it will not build these improvements itself.
(The logic for teaching AI when and where to build them became to complicated and imperformant.)
2. I will try to keep the involved features clean and easy to understand.
(It does not make sense to pack to much into that.)
The attached screenshots will basically explain what the improvements do.
Forts: Protection against Raiding Natives, Wild Animals, generally enemies
Monasteries: Positive effects with Natives walking by (unless you are at war with them)
These improvements can be built outside city borders and do also use the feature "Growing Improvements".
They will need to have a fortified Military Unit (Fort) or Missionary (Monastery) inside to be considered "active".
Edit:
Thanks to Schmiddie for creating the buttons for the BuildActions.
