Hydromancerx
C2C Modder
Keep Tower (Req Engineering) - Can Upgrade to Bombard Tower: 15% Defense, -10% Bombard Damage. Req: Stone. Obsolete: Artillery
Afforess should probably change his "Keep" to "Castle Keep" to not confuse the two buildings.
Keep Tower (Req Engineering) - Can Upgrade to Bombard Tower: 15% Defense, -10% Bombard Damage. Req: Stone. Obsolete: Artillery
Afforess should probably change his "Keep" to "Castle Keep" to not confuse the two buildings.

Afforess should probably change his "Keep" to "Castle Keep" to not confuse the two buildings.
maybe some walls that can stand high explosives? because the walls of Beijing held 3 DAYS! while no one was manning them and continual bombardment from SEVERAL ARMIES and they had artillery, so could you please?
Works for me. I just liked calling the original project "Traps and Towers," and since a lack of graphics is likely to kill the traps part...
@generalstaff
I like these except I think the mechanical trap is an important milestone between pit traps and land mines. So like this ...
-Pit Traps (Tech Mining)
-Mechanical Trap (Tech Machinery)
-Land Mines (Tech Explosives)
-Booby Traps (Tech Guerrilla Warfare)
-Robotic Traps (Tech Military Robotics)
Mechanical traps are traps like bear traps or mouse traps which have a tripper you step on and then it clamps shut on the limb of the victim. Perhaps pit and mechanical traps could give a bonus to food as well as it could double as an animal trap.

Cool. I also like your new Dethklok avatar.![]()
Please make this GeneralStaff. I do not think Afforess is ever getting around to adding it to his "Castle Mod".
Murder Holes (Req Engineering)
Req Building: Castle Gatehouse
Obsolete: Explosives
Special Abilities
- +5% Defense with Stone (Boulders)
- +5% Defense with Lead (Molten Lead)
- +5% Defense with Oil (Boiling Oil)
With the only problem that unless you get an event you wont get oil until after the building is obsolete. Yes i know that defensive bonus stays around after the building is obsolete. Perhaps olives or whales instead?
Murder Holes (Req Engineering)
Req Building: Castle Gatehouse
Obsolete: Explosives
Special Abilities
- +5% Defense with Stone (Boulders)
- +5% Defense with Lead (Molten Lead)
- +5% Defense with Oil OR Olives OR Whale (Boiling Oil)
@GeneralStaff
I was thinking about your "Frontier Outpost" vs your Banditry Civic enabled "Outpost". Rather than having Banditry have an outpost why don't you have them have a "Bandit's Hideout" instead? I don't think we have anything like that yet in AND or ROM.

You can't make it an or. Just better off adding 5% defense for all 3.
to total to 6%Hey, I thought I made the Banditry Civic!
Bandit's Hideout sounds cool. What should it do though?
Or like 2% for each.to total to 6%
Oops! I forget you made the military civic buildings. Hmm I don't know maybe ...
Bandit's Hideout(Req None)
Espionage: +5
Req Civic: Banditry
Special Abilities
- Gives Free "Looter" Promotion
- +10% Revolution Risk
I am unsure it it should give or take away Espionage. But i really think it should give a free looter promotion to any unit made in the city.
Note that this would be the building put in place instead of the Outpost. So the outpost could be taken out.

Okay, I just need a button then. Could I get you to make me one more?![]()
Pit Traps
Tech: Mining
-2 Health
+10% Defense
+10% Maintenance
Upgrades: Mechanical Traps, Land Mines, Booby Traps, Robotic Traps
Obsolete: Military Science
Mechanical Traps
Tech: Manchinery
Req: Iron or Steel
-2 Health
+10% Defense
+15% Maintenance
+2% Food with Deer
+2% Food with Fur
Upgrades: Land Mines, Booby Traps, Robotic Traps
Obsolete: Biology
Land Mines
Tech: Explosives
Req: Sulphur
+100% Production with Ammunition
-4 Health
-2 Happiness
+25% Defense
+15% Maintenance
Upgrades: Booby Traps, Robotic Traps
Obsolete: Globalization
Booby Traps
Tech: Guerrilla Warfare
+100% Production with Ammunitioon
-5 Health
-3 Happiness
+30% Defense
+10% Spy Defense
+10% Maintenance
Upgrades: Robotic Traps
Obsolete: Human-Machine Interface
Robotic Traps
Tech: Military Robotics
Req: Nanobots
-3 Health
-3 Happiness
+30% Defense
+15% Spy Defense
+15% Maintenance
I like them.