The animals are planning a revolt

Thanny

Warlord
Joined
Dec 10, 2006
Messages
265
So I finish building all the improvements I want, and put the workers on automated so they'll build roads everywhere without bothering me for a while.

After a while, two beaver populations fall inside my borders. A bit later, a random event killed the pasture on some sheep by one city. I didn't do anything, because I knew the automated workers would take care of them.

Well, a short while later, I happen to notice what they actually did. Instead of building camps on the beavers, and a pasture on the sheep, they built forts on all of them.

Forts? Is there any way in which is this is not unambiguously a bug?
 
If the resources are not on one of the city's workable tiles, then a fort will be built on them. You still gain access to the resource with a fort.
 
My question is:

If the resource is inside your cultural borders, but outside the fat cross of any of your cities, do you have to build a fort to get access to the resource, or does a camp/mine/farm/etc. work as well?

I should just pay more attention, but I haven't for some reason. :P

This comes up a lot when your cultural boundaries envelop another civs resources. Do I need to run up there and build a fort, or just leave the improvement they already built for me?
 
Both work. Automated workers will always build forts for resources outside of your cross, and possibly tear down a camp/pasture/whatever to build one, if you let them.
 
But do forts give access calendar resources if you have not researched it yet?
 
But do forts give access calendar resources if you have not researched it yet?

Nope. But they do the second you tech calendar so you have acces before you would if you have to start building a plantation. This is extremely good with Oil, because it is revealed with SM and only comes in use with Comb. Build a fort, and you'll have oil very soon.
 
Wow. I had no idea about Forts granting resources outside of cultural borders. Since you can't actually place a camp/pasture/etc outside of your cultural borders... This is great news. Thanks!
 
Wow. I had no idea about Forts granting resources outside of cultural borders. Since you can't actually place a camp/pasture/etc outside of your cultural borders... This is great news. Thanks!

you are wrong, it gives the resource inside your cultural borders only. It's outside your cities' fat cross where it gives the resource too.
 
I'm going to assume it's the pseudo-city behavior of the fort that grants it resource-harvesting ability.

However, while the two beavers were not worked tiles, the same isn't true for the sheep tile. It gave me the resource with the fort, but not the food bonus on that tile.

After my original post, I saw an automated worker building a fort on a wine resource, also on a workable tile.

So it's not as severe a bug as I thought, since forts behave like cities on resources, but I still say it's a bug, since it's putting them on workable tiles.

Another possible bug is that fully automated workers won't build railroads on top of roads. I do have the option checked to leave old improvements, but this doesn't stop them from building railroads if I have them on trade network automation, and it shouldn't stop them in any case, since a railroad is always better than a road.
 
So when did the animal revolt come into play. :confused:
 
Nope. But they do the second you tech calendar so you have acces before you would if you have to start building a plantation. This is extremely good with Oil, because it is revealed with SM and only comes in use with Comb. Build a fort, and you'll have oil very soon.

A Fort on a tile with Oil will only provide you oil when oyu get access to Plastics which allows you to build Oil Rigs. The Same is true ofr any other resouce. A FORT will only provide you the resource IF YOU HAVE THE PREREQUIST TECHNOLOGY WHICH ALLOWS YOU TO BUILD THE IMPROVEMENT WHICH GRANTS YOU the RESOUCE.

Wow. I had no idea about Forts granting resources outside of cultural borders. Since you can't actually place a camp/pasture/etc outside of your cultural borders... This is great news. Thanks!
FALSE. Forts only provide you access to the resouce if it falls inside yuor cultural borders. If it is a resoucrs that I wouldn't want plundered, and if not inside a City's fat-workable corss, I'd rather build a fort on the resouces and garrison a unit on it to protect it, then build the necessary improvement. This has several advantages later on, as it provides safe harbors fors ships later on (if it is a coastal tile) and airbases for your forward air squadrons late in the game.
 
A Fort on a tile with Oil will only provide you oil when oyu get access to Plastics which allows you to build Oil Rigs. The Same is true ofr any other resouce. A FORT will only provide you the resource IF YOU HAVE THE PREREQUIST TECHNOLOGY WHICH ALLOWS YOU TO BUILD THE IMPROVEMENT WHICH GRANTS YOU the RESOUCE.
So you mean Combustion, which lets you build the Well improvement. You don't need Plastics to get oil.
 
Wow. I had no idea about Forts granting resources outside of cultural borders. Since you can't actually place a camp/pasture/etc outside of your cultural borders... This is great news. Thanks!

It doesn't work that way. The resource still has to be within your cultural boundary before a Fort can access it. If you build a Fort on a resource that's outside of your borders, the only benefit you gain will be the defensive bonuses the Fort provides. Mind you, if your boundaries expand after the Fort is built, then you'll gain access to the resource, but not until that happens.
 
Well now I'm sad. I had these grand visions of being able to harvest resources before my cities were able to reach that far. But I appreciate the clarification. I'd have been really bummed if I'd gotten home first, tried it out, and found out to my dismay that, not only did it not work, but now there was the problem of a fort being there.
 
I'm going to assume it's the pseudo-city behavior of the fort that grants it resource-harvesting ability.

However, while the two beavers were not worked tiles, the same isn't true for the sheep tile. It gave me the resource with the fort, but not the food bonus on that tile.

After my original post, I saw an automated worker building a fort on a wine resource, also on a workable tile.

So it's not as severe a bug as I thought, since forts behave like cities on resources, but I still say it's a bug, since it's putting them on workable tiles.

Another possible bug is that fully automated workers won't build railroads on top of roads. I do have the option checked to leave old improvements, but this doesn't stop them from building railroads if I have them on trade network automation, and it shouldn't stop them in any case, since a railroad is always better than a road.

The new patch(es) have given us an AI that loves building forts, and like you said they will often build forts on resources inside a cities workable tiles. In order to prevent that, you have to make sure all your resources that are city workable have improvements on them BEFORE you automate any workers. Then, it's very important that you go into your options menu and check the box that says "automated workers leave old improvements." This insures that you get all the bonuses associated with said resource.

Hopefully that will help. :)
 
That is a nice tip - to build forts on resources (eg calendar resources) outside of your fat cross, before you get the necessary resource tech (calendar) - works out many turns quicker than building a plantation AFTER getting calendar.
 
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