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Forts game mods
Forts game mods







forts game mods forts game mods

If you move a unit that “can fight” into an enemy fort, then you gain control of that plot. Rule #2 is for unowned forts and #3 is for forts in an enemy’s culture borders. Please note the differences between rules #2 and #3. If there is a fort in a plot with no culture border then move a unit into it and it is yours! Any unit that can move into the fort will work for this, so even a worker, missionary, or spy could do it. For information on all the things forts could already do before these additions please see this thread: Ĭlaiming a resource outside of normal culture boundaries In this section I shall discuss how the new fort rules will change the game. This is the range within which you cannot build another of this improvement. Note: No improvements currently have this active in the XML.

#Forts game mods upgrade#

Make improvements upgrade by fortify-ing their plot with units instead of being worked by a city. An improvement will be bombardable if this is set to 1, and it has a defense modifier. Now any improvement can be bombardable or not.

forts game mods

For example, this is the way units are able to see farther from a hill in the unmodded game. A high enough “see from” value allows units to “see through” terrain/forests/hills to the plots behind them. this tag influences how far you can see from a plot. increases vision range similar to the “sentry” promotion, any unit in a plot with this improvement will be able to see this much farther while in the plot. An improvement with iCulture will add culture to all plots within its range, but only one that ActsAsCity will extend borders. If the improvement acts as a city, then this is the range of its borders. Determines the range of an improvement's cultural influence. forts have 2 so each turn the owner of a plot with a fort will get 2 culture added to the plot from the fort. the amount of added each turn to the plot the improvement is in for the owner. In this mod, all of these new tags have been added to forts, and iCulture has been added to about everything. I have added several new XML tags that can be used for any improvement. Your ownership of the plots around the fort is calculated in the same manner as plots around cities: if more than one player has a city/fort within range of a plot then the one that has the most culture in the plot owns it. When you control a fort your culture borders may extend to the plots around it if they are within the range specified by the XML tag. Their defense will also be “repaired” over time like cities. Forts can be bombarded to reduce their defenses just like cities. Forts will never flip as long as you have a defender in the fort.ĥ. If another player has more culture in your fort’s plot than you, then the fort will culture flip if you have no defenders. If you move a military unit into an enemy fort, then you will gain cultural control over the fort.Ĥ. If you move a unit into an unowned fort, then you will gain cultural control of the fort.ģ. When a fort is built in an unowned plot it gives the building player cultural control over the plot it is built in.Ģ.









Forts game mods