Big J Money
Emperor
- Joined
- Feb 23, 2005
- Messages
- 1,141
I'm mostly talking about regular worker-built forts, although, see below for Great General forts. I don't know how possible this would be with current modding capabilities, but I hope possible. Keep in mind that exact numbers would be tweaked for balance.
After researching Engineering, workers can build an improvement called a 'walled fort'. The fort would have X defense and Y hitpoints. Its defense increases when garrisoned by a unit, like a city. Balance-wise, I'd imagine a fort to have a little less defense and HP than a small population city of the same era with all defensive buildings built. So maybe a walled fort would be 15 defense and 150 HP with no units garrisoned.
As new defensive buildings become available, so do new fort improvements. The next fort would be a 'castle fort', for example. A castle fort would be improved just like a castle building, it would have +7 defense and add 25 HP.
However, these improvements require the previous kind to be built already. You can only build a castle fort on top of a walled fort. That way at the end of the game, when the most advanced defensive buildings have been researched, it will take a worker quite some time to build a fully upgraded fort, giving the enemy time to see what they're up to. So it might take 10 turns to build a walled fort on grassland. Then it will take an additional 10 turns to upgrade the walled fort to a castle fort, etc, etc. Notice the high number of turns I suggest for building forts.
Great General forts would automatically be the best kind of fort the civilization has currently researched, plus have all the current benefits. These forts can never be upgraded. Or, if this is impossible to mod, then they would simply be the best kind of fort available, period.
Maybe forts should also cost upkeep like a military unit (but not GG forts)
Yes, Legionnaires should still be able to build forts, and Babylon should have a 'Babylonian Walled Fort' improvement that is better. Ideally, custom graphics for the different fort levels, but not necessary.
After researching Engineering, workers can build an improvement called a 'walled fort'. The fort would have X defense and Y hitpoints. Its defense increases when garrisoned by a unit, like a city. Balance-wise, I'd imagine a fort to have a little less defense and HP than a small population city of the same era with all defensive buildings built. So maybe a walled fort would be 15 defense and 150 HP with no units garrisoned.
As new defensive buildings become available, so do new fort improvements. The next fort would be a 'castle fort', for example. A castle fort would be improved just like a castle building, it would have +7 defense and add 25 HP.
However, these improvements require the previous kind to be built already. You can only build a castle fort on top of a walled fort. That way at the end of the game, when the most advanced defensive buildings have been researched, it will take a worker quite some time to build a fully upgraded fort, giving the enemy time to see what they're up to. So it might take 10 turns to build a walled fort on grassland. Then it will take an additional 10 turns to upgrade the walled fort to a castle fort, etc, etc. Notice the high number of turns I suggest for building forts.
Great General forts would automatically be the best kind of fort the civilization has currently researched, plus have all the current benefits. These forts can never be upgraded. Or, if this is impossible to mod, then they would simply be the best kind of fort available, period.
Maybe forts should also cost upkeep like a military unit (but not GG forts)
Yes, Legionnaires should still be able to build forts, and Babylon should have a 'Babylonian Walled Fort' improvement that is better. Ideally, custom graphics for the different fort levels, but not necessary.