Sid Meier's Civilization V

Sid Meier's Civilization V

XP From Forts
82 条留言
Justin 2024 年 6 月 14 日 上午 2:44 
how compatible is this with other mods that modify the fortress?
blackrave 2023 年 12 月 3 日 下午 4:26 
After a test with mods that play around with Forts and Citadels
Fortress Borders-Forts have borders and garrisoned units gain XP. Same for Citadels.
Aquatic Fortress- works as intended but doesn't grant XP
Wolfbite 2021 年 9 月 13 日 上午 1:02 
is there anyway to get this mod working on a ongoing game? i get ctd when i load it in a save but i don't get it if i start a new game
wicked_hunter 2020 年 12 月 4 日 上午 1:11 
does it work
Shavy 2019 年 12 月 31 日 下午 6:57 
mod does ♥♥♥♥♥♥♥♥♥ unfortunately.
janda 2019 年 9 月 9 日 下午 1:54 
Mod works (after researching bronze)
Andrew 2019 年 5 月 9 日 上午 4:37 
This mod is not working for me.
At@At 2018 年 8 月 25 日 下午 8:31 
This mod still works! However, note that those using v2 must also use a civilian to work the fort/citadel to gain xp.
Muggs 2018 年 1 月 1 日 下午 12:27 
Not working
Aye Harambe 2017 年 9 月 12 日 下午 6:39 
Would love to see a version without the cap. Anyone able to tell me how to, uh...mod...this mod?
ZeroHaptism 2016 年 4 月 28 日 上午 8:24 
any plans on fixing the MOD to work with the new patch?
toxikaraidur 2016 年 2 月 17 日 下午 12:24 
at first glance the 15 xp doesn't seem much... but upon reflection, it is something i didn't have before and considering i don't get into wars but around twice per game... sitting around getting free XP is the best way to go.
also, at some point i will try the V1 version and see which one i like better for balance.
in the meantime, a hearty thank you
OSNK 2015 年 11 月 1 日 下午 5:02 
is there any mod that does this without the cap?
Bear 2015 年 10 月 30 日 上午 3:54 
for work replace "and pPlot:IsBeingWorked()" to "--and pPlot:IsBeingWorked()" in FortTraining.lua
MoreBeefThanBun 2015 年 5 月 26 日 上午 3:47 
Mod does not work as of 5/26-2015
nomdeguerre1721 2015 年 4 月 21 日 上午 6:26 
You should make it so that the same effect comes from Kasbahs and Chateaux and maybe even motte and bailey so you could use it with Viking Destiny
Aenyr 2015 年 4 月 15 日 上午 2:33 
Hi, may i include your mod into mine? will give you credits if I pubblish it of course :)

In my opinion forcing a citizen to work on a fort just to get +1xp for one unit seems not worth it against the lost yield from a better tile, even one point of food or prod is not worth 1xp point...
so I wanted to tweak it to +2 from forts and +5 from citadels... later i will also test a +5xp from fort and +10 from citadels version...
On another side i've also reduced the maximun xp to +10 from each tech, because i thought the effort of constructing the training buildings in cities should still be rewarded with better trained units...
Much less turns to reach full training also reduce the feeling that you need to micromanage every unit or build lots of forts to always have every unit fully trained and updated to the latest xp cap IMO :)
Militant 2015 年 2 月 7 日 上午 12:51 
Terrible bug or unintended effect discovered... not sure if it's a conflict with another mod or not... but a unit that was level 5 sat in a fort and collected the exp per turn, but unfortunately was reset to level 2 upon gaining the full 15 exp......
jwktrucker 2015 年 1 月 21 日 下午 9:28 
Maybe give them the +1 XP while gerasoned for each level of the Barracks buildings. I would also like a training center that can add XP with out having to go to war or it removes the XP limit gained from fighting barbarians.
NocturnalEye 2014 年 12 月 19 日 下午 12:17 
I've never seen it work

there should also be a mod that would make barracks and armories retroactive - that if you have units made before you built them, got them from a city-state or something, you can run them onto the city tile and they would get the XP
Bear 2014 年 9 月 7 日 下午 11:45 
Don't work with Fortress Borders :C
yousuf_rabani 2014 年 8 月 31 日 下午 8:32 
@Luca , no it doesn't for me at least I'm afraid.
Luka_Wolffoxen 2014 年 8 月 25 日 下午 7:39 
Works good with BNW?
Aaronthelemon 2014 年 8 月 19 日 下午 2:58 
Does the fort have to be in your territory?
Enigma416 2014 年 8 月 3 日 下午 6:22 
You should add the V1 to the workshop for convenience. :) honestly dislike and dont trust links, but thats just my opinion
Praylak 2014 年 8 月 3 日 上午 10:06 
I like the new version. Thumbs up.
Treacle Miner 2014 年 8 月 1 日 上午 5:59 
Great mod! I had an idea though - since you mentioned there can a "load order conflict" with Fortress Borders regarding the maintenance cost:

Had you considered simply renaming your improvement to "Training Camp" or something similar? That is, have it be an all new, separate Improvement, instead of replacing Fortresses. This might give you more flexibility to make balance changes (removing or reducing the defensive bonus?) or at least remove the "conflict" with other Fortress mods.

Keep up the good work!
zar992002 2014 年 7 月 31 日 下午 4:29 
i wish someone could make a fort that can ouse more then just one unit
Jam 2014 年 7 月 26 日 下午 7:23 
V2 change makes game UN LOADable. Had to revert to V1 to go back to game. Otherwise really good mod, ill keep using it
Hokath 2014 年 7 月 25 日 上午 6:21 
This is a very interesting mod, and I am impressed by the amount of thought that has gone into the balance - specifically the XP cap, which iirc does not exist for the Blackfoot mod's similar effect.

Nevertheless, I agree with all the things RJ815 mentions. The AI is not a huge fan of forts, even with mods to improve their behaviour. To require a citizen work the tile is too much. The tile has already been 'lost' to the city, I don't think you need a larger penalty.

I'm going to run with V1, but will keep an eye on this one. Thanks!
RJ 2014 年 7 月 24 日 下午 9:22 
Glad to hear the dynamic XP part came across as a worthwhile suggestion, definitely helps balance things out. I'm curious though, would the AI ever take advantage of this or is it strictly a benefit for human players? I suppose the AI might do it inadvertently if they ever built forts, but much like us humans it seems it is very rare for them to ever do so, instead preferring to occasionally consume Great Generals to build citadels to steal land.

I'm a bit skeptical of the need to task a citizen on working a fort in order to gain xp. With that restriction it seems like it might be easier to just always build new units from properly upgraded cities. In general, forts seem most useful some distance away from any particular city, so the citizen requirement seems to counteract that. It's an understandable design choice but I'm assuming the AI might never have to give up some of its citizens for forts because it isn't programmed to look out for that (unless you added that in).
No_Man 2014 年 7 月 24 日 下午 8:09 
I like the changes in v2. I'm not one to use mods often, but this really might become part of my standard gameplay. It just makes so much sense. In real life, soldiers continue training at domestic military bases. And those bases are often placed in the middle of desert or tundra (i.e. U.S. bases in the Nevada desert or Russian bases in northern Siberia), just as this mod naturally encourages you to do with forts.
Thrillseeka 2014 年 7 月 24 日 上午 11:21 
@Labby I mean inside your territory is not the same as within 3 tiles - I mean inside your borders - not in enemy lands

Thanks for the info bout the artillery tho lol I did not know that :)
Labby  [作者] 2014 年 7 月 24 日 上午 7:08 
@Barcelonic Forts won't provide defensive bonuses to units in enemy territory. You're safe building them within 3 tiles of your city, only you can benefit from the defensive bonuses in your own territory.

Artillery don't benefit from the fort's defensive bonus anyway. It has a "no defensive terrain bonuses" promotion which includes the fort and citadel.
MichaelGFI 2014 年 7 月 24 日 上午 5:48 
@Labby, thanks for the update. Well done.
Thrillseeka 2014 年 7 月 24 日 上午 4:25 
Labby i'd actually hope you leave it have some bonus outside of 3 tiles, even if it's minimal - because as a rule I never ever use forts or chateaus or citadels in a workable tile. My reasoning for this is because artillery and longbowmen can fire 3 tiles distance and if my unit is destroyed the enemy can use my own forts against me. I prefer to have them 4 tiles away or more.
LowFatMilk 2014 年 7 月 23 日 下午 11:11 
thanks!
Labby  [作者] 2014 年 7 月 23 日 下午 9:23 
Update is Live
Labby  [作者] 2014 年 7 月 23 日 下午 7:54 
You can just click subscribe. The mod should show up in the MODS list in the Civ menu where you can activate it. The direct download is in case you have issues with Steam or want an old version.
SunderedShadow 2014 年 7 月 23 日 下午 7:26 
I like the dynamic XP cap limit
LowFatMilk 2014 年 7 月 23 日 下午 7:21 
do i have to unzip into the folder or can i just press SUBSCRIBE and be done with it? i have tech issues with WINRAR :(
The Nega Druid 2014 年 7 月 23 日 下午 6:27 
Nice, Labby. Sounds neat. I'll probably stick with the original version or just not update. But that is a good balance factor.

I really suggest BlouBlou's promotions along with this. It makes the highest end promotions harder to get while making some really great changes and allowing some neat promotions.

Combine with Raging Barbarians and Barbarian Unlimited XP... oh the fun.
Labby  [作者] 2014 年 7 月 23 日 下午 6:19 
Expect the new version later tonight or tomorrow.
Labby  [作者] 2014 年 7 月 23 日 下午 6:18 
Next version:

Dynamic XP cap, +15 for Bronze Working, Steel, Military Science, having the Brandenburg Gate in one of your cities, and adopting the Total War policy from Autocracy. Basically you'll be able to use Forts to get your existing units to whatever XP level you're able to produce new units at.

Forts must be worked to provide XP. You'll need to go into citizen management and move a citizen to the tile with the Fort or Citadel for it to provide XP to stationed units, just as you must work any other tile to receive its yields. Maintenance gold per turn will be removed.

XP per turn will no longer increase with the discovery of Military Science. Instead Citadels will now provide 2 XP per turn, but are subject to the same cap as forts.

When playing on Epic or Marathon speeds, the added XP will be applied every other turn rather than every turn.

If you prefer the original version, the direct download link will remain available in the description.
The Nega Druid 2014 年 7 月 23 日 下午 6:08 
I wonder if this is feasible to add for Motte and Baileys too. But this really does actually make fortresses worth building. Its very nice.
Arkadus 2014 年 7 月 23 日 下午 5:39 
can you make a separate mod with no cap please :)
No_Man 2014 年 7 月 23 日 下午 4:46 
I like RJ815's idea. Make the xp cap dynamic: 15xp at Bronze Working, 30xp at Steel, and 45xp at Military Science. And you might consider going to 60xp if you build Brandenburg Gate. It'd be a nice extra bonus to an otherwise underwhelming Wonder. Great idea for a mod, though.
Labby  [作者] 2014 年 7 月 23 日 下午 4:24 
It should work with both G&K and BNW, let me know if you have problems.

I'll start working on an update, proposed changes as of now:
Requiring the fort tile to be worked by a citizen to receive the XP yield, as with other tiles
Capping XP to level 4 (Meaning units can only earn up to their third promotion through the fort)
Halving rate of XP gain on Marathon/Epic

Thoughts?
Coq_Pwner 2014 年 7 月 23 日 下午 4:07 
Good idea, but definitely needs a cap on XP. Maybe cap it at 60 or something? There's a limit to how much experience you can gain by simply training =P
Arkadus 2014 年 7 月 23 日 下午 3:28 
is there a cap for the xp or is it just 1 per turn until the unit receives max xp?