epaminondas
Colonel
Posts: 362
Joined: Thu Feb 08, 2007 9:35 pm

Foresaken Fortresses

Sun Feb 23, 2014 1:04 pm

I'm wondering if there's a mechanism for decommissioning fortresses. I'm running up against the (very peculiar) restriction on the number buildings you are permitted of each particular type, and my fortress pool is now empty. I have oodles of them lying about the place, out of the way and serving no useful purpose, so it would be nice to be able to remove them to make space for new builds in more relevant places. I know that you can shut down production assets but fortresses seem to be immune to that process.

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loki100
AGEod Guard of Honor
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Sun Feb 23, 2014 2:27 pm

open up the province view that shows you the structures, select the fort, and hit delete. You need to delete the structure in order to build a new one somewhere else. Same for depots that late game can become a bit short supply.
AJE The Hero, The Traitor and The Barbarian
PoN Manufacturing Italy; A clear bright sun
RoP The Mightiest Empires Fall
WIA Burning down the Houses; Wars in America; The Tea Wars

epaminondas
Colonel
Posts: 362
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Sun Feb 23, 2014 2:49 pm

Marvellous. Thanks loki.

czert2
Brigadier General
Posts: 427
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Mon Feb 24, 2014 4:05 pm

well, only lvl 1 forts can be deleted, higher lvl are undeletable, which is shame.

epaminondas
Colonel
Posts: 362
Joined: Thu Feb 08, 2007 9:35 pm

Mon Feb 24, 2014 5:56 pm

Aha! Not so marvellous. But still, better than nothing.
Thanks for the clarification czert.

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SonOfAGhost
Sergeant
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Location: Soviet Socialist Republic of Canuckistan

Wed Feb 26, 2014 3:18 am

I've pretty much always played with extended structures on. I believe the limits should be the strategic choice of what to spend limited resources building, not arbitrary.
That said, even as the globe spanning empire of GBR, the only things I've ever gone into the extended range for have been forts, depots and railways.

epaminondas
Colonel
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Joined: Thu Feb 08, 2007 9:35 pm

Wed Feb 26, 2014 3:52 am

SonOfAGhost wrote:I've pretty much always played with extended structures on. I believe the limits should be the strategic choice of what to spend limited resources building, not arbitrary.


Agree wholeheartedly. There are some historical elements that need to be faithfully reproduced in order to properly 'ground' the game. But I doubt that this sort of detailed constraint needs to be among them.

As an aside remotely related to this point, I'm absolutely floored by the level of detail the devs have achieved in nominating lord knows how many individual military units. Brava!

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loki100
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Wed Feb 26, 2014 9:21 am

only problem with that is it applies to the AI as well, since the AI tends to use current demand for its production rules it might lead to an badly balanced world economy.

One solution is to write a simple event to give yourself more level 1 forts. The key line is:

ChangeStrucPool = $USA_Fort;10


obviously make the country what you need but that will add 10 more basic (pre-industrial) forts to your pool - these are the ones I ran out of as they are the only ones you can build in your colonial regions.

I think some limit is WAD to be honest. They are cheap so you can spam them and the auto-garrison then really changes the nature of colonial warfare.
AJE The Hero, The Traitor and The Barbarian
PoN Manufacturing Italy; A clear bright sun
RoP The Mightiest Empires Fall
WIA Burning down the Houses; Wars in America; The Tea Wars

epaminondas
Colonel
Posts: 362
Joined: Thu Feb 08, 2007 9:35 pm

Wed Feb 26, 2014 12:20 pm

Yes, the auto-garrison is an issue. Thanks for the modding pointer, I'll give it a shot.

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