![forts game commanders forts game commanders](http://www.earthworkgames.com/wp-content/uploads/2014/12/Forts-Launch-Date08.jpg)
Now if you ever leave a fort undefended for One full turn you will loose the Borders around the fort: Then the Fort will become a Fortress (or what ever we choose to call it): To upgrade a Fort to the next level you must move a Wagon loaded with 100 lumber and 100 guns into the fort and select the Upgrade Fort command, Notice the borders increase to cover all squares touching the fort: Now, as long as at least one unit stays in the fort the borders around the fort will be claimed by that player.
![forts game commanders forts game commanders](https://onyxgame.com/img/game/forts/screenshots/forts-image-screenshot-9.jpg)
In order to get borders you must move a armed soldier into the fort and either Fortify or Sentry: Notice there is no Borders around the above fort. Ok, here is what I have coded so far and I have pictures to show: JFortZoC v0.210: Forts Extending Borders or here. Requires: Civilization 4: Beyond the Sword v3.17 For example, in the mod, you can only build a Castle Improvement on a Tile that already has a Fort Improvement built on it. Third, a new tag allows you to set a Required Improvement for the building of another Improvement. This is ment to be used inconjunction with the bOutsideBorders tag. Second, a new tag allows to limit Improvements from being built inside of Culture Borders. This works similar to the way Cities must have atleast 2 Tiles between them. The two added Improvments, Castle and Citadel, are copied, in name atleast, from Fall from Heavon 2.įirst, a new tag now allows you to set the minimum number of Tiles that must be between the same types of Improvements. To demonstrate the use of these tags, I have added two new Improvements and modified Forts a bit.
Forts game commanders mod#
This mod addes several new tags to the ImprovementInfos XML file, allowing much more control over where Improvements can be built.