Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just like someone suggested below, is it possible to make it so your mod also gives forts the ability to claim territory around them like the mod "Strategic Forts" by TC.
Apart from that i love the buffs and all your addons in general.
- All Forts: Fort, Roman Fort, Alcazar, Pa, (Great Wall) can be built on forests and jungle tiles.
- A Ranged Unit's Garrison promotion fix, that (+10 Combat Strength when occupying a District, Fort or Roman Fort) now applies ('works') to/with Alcazar and the Great Wall improvements. (Chateau, as well, if you add my suggestion for a Defensive Buff to the Tile Improvement.) No idea, but i assume it works with Pa already.
- Great Wall's "can only be built on the current border" restriction deleted, could be cool, but not necessary.
3a.] Request: Give Chateau's a bonus '1 free level of fortification' & '+2 strength' (no sight or healing or hidden unit reveals.) You could also give them a .5 housing bonus, i would think it appropriate. (I could give a list of reasons why i think chateaus are a Def Imp.)
3b.] Request: Alcazar's get a +1 Culture added at Military Science. (Makes sense as a Tourist attraction later in the game, and you can't spam them like other improvements as they cannot be adjacent to one another, so a total of +3 culture and +2/3 Science seems fairer and more flexible for Victory Styles.
5.] Comment/Suggestion: In my opinion, 4 charges (Mili. Eng.) feels like a lot, (6 with Alhambra), maybe it should go back to 3, equal to base builder charges (still much better than 2.) Then you could add +1 charge (up to 2) for Legions for their Roman Forts and +1 (up to 2) for Poas for their Pa's too!
6.] Comment: Maybe a more specific detail of the healing and sight range bonus in the description of the fort/Roman Fort/Alcazar/Great Wall/Pa (if added, Chateau/Alhambra too) in-game.
7.] Request: If I am wishlisting (based on game balance), I would move the ability to make forts at Castles, as Siege Tactics feel too late. Besides, early game forts are the only useful ones anyways. I.E. Legion's, Toa's, and the early Suzerain of Granada. (That the census from players at multiple skill levels.)
9.] Comment/Request: I've kept my suggestions, comments, request to your mods privy being Military Engineers and Defensive Improvements (especially Alhambra.) That being said, an adjacent type of improvement are be burial improvements (especially Terracotta Army). Specifically Cahokia Mounds and Kurgans (yes, Nubian Pyramids, but those are fine.)
Cont... Kurgans are the worst improvement in the game, and no one has made a mod fixing them. Where as Cahokia Mounds are amazing (Housings, Amenities, Gold, & Food + they can go on Floodplains.)