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We NEED better citadels/forts in BE

Discussion in 'CivBE - Ideas and Suggestions' started by El Caballerion, May 13, 2014.

  1. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
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    12,334
    I think for forts to be worth it, they need to be more like citadels or cities... ie they have area of effect in which they can do damage to enemy units.
     
  2. Hakan-i Cihan

    Hakan-i Cihan Emperor

    Joined:
    Nov 21, 2005
    Messages:
    1,371
    Location:
    Netherlands
    Maybe a good idea is to have special units for inside forts. These units should be weak units outside forts but should be strong inside and maybe even grant the fort a 1 tile range attack. To make this work effectively these units need to be cheap in maintainance, so that it will be used.
     
  3. kwidem

    kwidem Warlord

    Joined:
    Jun 18, 2013
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    214
    Location:
    London, England
    That SORT of thing for sure, but your example isn't very balanced. E.g. the Harmony fort is way superior to the purity fort, with supremacy somewhere in the middle.
    For a little more balance:

    - Purity fort: 100% defence against natives. 75% defence against non-native units.
    - Supremacy fort: damages enemy units by 25HP per turn if they're 1 tile adjacent to the fort. 50% defence against non-native units. 25% defence against natives.
    - Harmony fort: Fort contains attack pheromones of sorts. Enemies adjacent to fort lure natives to help defend your fort. Units garrisoned in fort are not less likely to be attacked by natives. 50% defence against natives. 25% defence against non-native units.
     
  4. DatCivi

    DatCivi Chieftain

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    May 19, 2014
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    24
    I always wondered about the fact that a whole city is instantly built, while tile improvements, specially the fort, takes ages, quite literally, as 5 turns can encompass 500 years depending on the era you are.
     
  5. KrikkitTwo

    KrikkitTwo Immortal

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    Apr 3, 2004
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    12,334
    They seem to have solved that problem (outposts take time and investment to become a full city,)
     
  6. Catalytic

    Catalytic Chieftain

    Joined:
    Jul 17, 2013
    Messages:
    65
    "Fixed fortifications are monuments to man's stupidity"
    -Gen. George S. Patton

    In modern warfare, I tend to agree with Patton's assessment. The sheer power of explosive charges that can be directed at a target mean walls can easily be breached, and safely by artillery, armor, and air. In a battlefield environment where speed is of the essence, a fixed fortification simply makes you an easier target.

    This is a far cry from the fortifications of Vauban, brilliantly designed to offer cannons the ability to direct fire in nearly any direction and to effectively protect troops inside.

    I understand that forts offer a compelling strategic gameplay mechanic and a way to securely hold key territory. I think Firaxis will include them for this reason, but as for realistically viable sci-fi, as soon as air power and satellites come into play, fixed fortifications fall into Patton's territory.
     
  7. Cyon

    Cyon Cosmonaut

    Joined:
    Mar 7, 2011
    Messages:
    853
    Location:
    Sweden, Stockholm
    Well the fort could be made of nano tubes (or other sci-if material) or it could be protected by a force field (does force fields have any basis in science though?)

    A strategic position can always be enhanced but I guess you and Patton is right that it could be transformed to a trap

    Skickat från min GT-I9195 via Tapatalk
     

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