Follow-up Comment #4, patch #4608 (project freeciv): Thanks Davide, since your games are the main source of feedback, I'll try to make the rules here as similar as possible to the ones you use there. But keep in mind that the version here is supposed to be designed to enjoy single player games (with space race enabled, non-concurrent turns against the ai, etc). The way I see it, when I enable the claim border for the fortress, I can use it to steal terrain from the AI, even when we are at peace, and they do not consider it a threat, so I find it important to keep it disabled in single player.
Said that, I think this pre-fortress is needed both for single and multi-player. Else, you can stack pile your units with lot of engineers, move them to enemy territory and build a fortress at end of turn, that will appear finished at start of next turn, when it is time for the ai to attack you. It is an exploit that bypass the killstack rules, and makes it rutinary and boring to conquer the ai cities. I try to avoid it in my games as a house rule, but I think it is important to fix it in the ruleset. >Reading the patch I also wonder if all the reqs are correct: Trench requiring Airfield & Airbase? (though it seems to be illegal range "Tile") Oh, I'll check it. I added that condition to avoid trenchs or fortress in the same tile than airfields or airbases, and it seems to work in my tests. I'll make a version for trunk and I'll try to fix it. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?4608> _______________________________________________ Mensaje enviado vía/por Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev