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What if it was impossible to build a fortress in enemy territories? Much simpler than this complicated double-construction rule. And - why are instant fortresses bad? I think that if you let your enemy enter your territory, your mistake.
I would revert to LT29 settings instead.
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I would suggest just clicking the link provided but given that this website does not activate links I guess I will have to do it for you.
"In longturn a fortress can be built in a single turn. This leads to the practice of building a fort seconds before TC to prevent your unit being killed before the fort is completed."
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Yes Kevin,
I read it, but I can't get the point. You still have to put a lot of effort (put some v workers or engineers), and also take some little risk. In terms of realism, it would be hard to say a fortress needs 2 turns to be builded instead of the ZERO turns of a city. But sure, we're talking about strategy and about TC.
In terms of strategy, I repeat: if one let his opponent build a fortress in his territory, blame his strategy.
What about a general rule "can't work tiles in enemy territory" which sounds to me much more reasonable and not complicated at all?
Another workaround: general rule "working enemy tiles costs x*2 (or *3) turns" which in my opinion sounds even better.
They both would also make more challenging - but not impossible - building TC roads. And they would not be "complicated" rules (prefortress IS) which is very important for a game.
My 2 cents.
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This is what I applied, is this correct?
diff --git a/lt30/data/lt30/terrain.ruleset b/lt30/data/lt30/terrain.ruleset
index fe7267d..63aa5f8 100644
--- a/lt30/data/lt30/terrain.ruleset
+++ b/lt30/data/lt30/terrain.ruleset
@@ -936,7 +936,7 @@ reqs =
"UnitFlag", "Settlers", "Local"
}
gui_type = "Fortress"
-build_time = 9
+build_time = 3
defense_bonus = 100
border_sq = 5
native_to = "Land"
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