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Foresaken Fortresses

Posted: Sun Feb 23, 2014 1:04 pm
by epaminondas
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.

Posted: Sun Feb 23, 2014 2:27 pm
by loki100
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.

Posted: Sun Feb 23, 2014 2:49 pm
by epaminondas
Marvellous. Thanks loki.

Posted: Mon Feb 24, 2014 4:05 pm
by czert2
well, only lvl 1 forts can be deleted, higher lvl are undeletable, which is shame.

Posted: Mon Feb 24, 2014 5:56 pm
by epaminondas
Aha! Not so marvellous. But still, better than nothing.
Thanks for the clarification czert.

Posted: Wed Feb 26, 2014 3:18 am
by SonOfAGhost
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.

Posted: Wed Feb 26, 2014 3:52 am
by epaminondas
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!

Posted: Wed Feb 26, 2014 9:21 am
by loki100
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.

Posted: Wed Feb 26, 2014 12:20 pm
by epaminondas
Yes, the auto-garrison is an issue. Thanks for the modding pointer, I'll give it a shot.