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PtW's Outposts function

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  • PtW's Outposts function

    What do you think will be the function of the outposts?

  • #2
    From what I have read, I believe that Outposts provide a presence in unclaimed territory that serves to prevent barbarian villiages from being placed nearby, and also discourages the approach of barbarian units (and possibly also the units of AI civs with whom you are not at war).

    I think that Outposts also have a vision range of 1 square on level terrain and 2 squares on mountaintops, the same as normal units, serving to drive back the Fog of War. Later, you will be able to build another improvement (listening post / radar tower or something like that) that will have a greater vision range.
    Those who live by the sword...get shot by those who live by the gun.

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    • #3
      I could forsee these being of some use for giving advance warning of enemy troop units.

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      • #4
        Outposts will lift the fog of war for a certain range, which prevents barbarians from spawning within that range. I don't think that they will discourage the approach of barbarians that spawned elsewhere, or the approach of other civs.

        The radar tower's main function (altghough vision range is also likely) is to provide attack and defense bonuses for friendly units within its range.
        "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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        • #5
          Hmm. Could this slow down the crazy rates of AI settler expansion (Settler Diarrhea)?? It would be nice.

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          • #6
            You would be able to see the settlers sooner and be able to react if there's time.

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            • #7
              Originally posted by dunk
              You would be able to see the settlers sooner and be able to react if there's time.
              How does that help??

              If they just keep marching in it will still take you turns (up to 3) to get them out and then they teleport themselves to the other side of your civ and build a town!

              You certainly can't block every tile as we don't have enough units.

              But. . . if we do move offensive units to attack them we should take NO rep hit if we attack them inside our borders.

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