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Btw guys, thanks for sticking to this mod for such long time, even after @TC remade it. If you are interested check out my new mod Clash of Nations. I put a lot of work into that. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2177286082
One thing, is it possible to make it so it only gain the territory its built on? I will use this with this friends but they allow only if it capture one tile.
try it and let us know, I'm probably gonna give it a shot in an hour or 2 as well.
My question though, is as to whether this or strategic forts is better? Strategic may be a copy but coming later, maybe its better polished/better features? Anyone with experience from both?
Many of you are complaining about these enhancements making forts too powerful and cheap. I want to focus only on forts outside of players territory (outposts in the wild with no connection to your civilization).
First change I would like to make is that if other player builds city near your fort (3 tiles), you would lose that territory with no warmonger penalty. Change would be made simply to avoid exploiting these forts to block other people from expansion. That means that these outposts would be vulnerable and it wouldnt just be "free territory".
Second change would be increased spawning of barbarians near outposts. It would make forts more vulnerable and made player use military resources to protect it.
Wanted to discuss something regarding your mod. I requested a friend add. Please get back to me when you get a chance.
only able to build it if adjent to your borders
I think the power of the fort is too much... for the cost. I like the addition, don't get me wrong, but I think it'd be a better addition if it weren't built by a siege engineer. I'd suggest making another unit build the fort, and preferably have subsequent ones rise in cost rather quickly to prevent spamming it out.
I love the addition, but I think it's unbalanced the siege engineer and his other works; building roads is a hassle with him now!
@Rockerika I agree that vanilla forts in civ 5 and 6 are pretty useless, thats why I made this mod. But i think that ExpsPTurn would be way too OP. If you think about that you would just place fort in strategic choke point and units in that would get deffense bonus + exps per turn which means more deffense and free health. You would just rotate 2 units at most and noone would be able to take it. I was rather thinking of giving forts health like encampments have. So you would be able to shoot from there.
Forts in 5 and 6 are pretty underwhelming, so any additional reason to build them is a plus! Great mod!
As for Polands ability, this does things differently. Culture bomb only extends the borders as far as a city can work, so 3 tiles away from City Center. Your mod allows for borders anywhere. The functionality works perfectly between the two. I'm playing a game on Large Earth from YNAMP and my Legions are spreading my borders quickly (will bite me in the butt true to history later) and Poland is still Culture Bombing into my territory regardless.
The only "issue" I've come across is that when a fort creates the borders, it doesn't force out other Civs units. Whether by design or accident, it doesn't. Culture Bombing will force them out the same way as when you first research Early Empire.
@Maitre Supreme I mentioned this earlier but for sake of compatibility with other fort mods I made this one adding borders only. However I made Enhanced Forts collection where I would add mods that change stats of forts (for example technologies needed, who can build them, how much deffense they add, which tiles they can be placed on and so on.) Anyways thanks for advice, but Im pretty busy right now, I have lot of exams and almost no free time. Im also working on new bigger mod. So I probably wont update this mod any time soon. Maybe when next official civ update will be released I will add more features with updating the mod.