Snow cities will still prefer to work Specialists and Coast of course. I can justify that in my mind as some sort of research station, there have been several military installments of this nature in recent history. In my own games, when I had fully stacked Fort yields (except Stealth tech, that's too late) the city manager still preferred to work other tiles such as improved resources, agribusiness farms, or even the fully buffed Coast tiles.Ī consideration is that Fort is the only non GP improvement that can be built on snow and only vilages can be built on desert but are worse without a road.
IMPERIALISM 2 FORTS PATCH
I'll chime in since we were discussing Forts on the latest patch thread. Maybe another boost in modern is warranted, but baby steps. Proposal: add back the 3 autocracy boost, and add +1 to forts and citadels at Steel. So, why, if forts are going to fall so desperately behind in yields, do they even have yields on them at all? Why is there a wonder and a policy that boost them if their yields are so atrocious that no city will ever work them? I am of the opinion that forts, with heavy investment in player choices, should be made viable, but failing that, these bonuses only serve to create confused messaging as to what forts are designed to do. There are currently 1 policy and 1 wonder that boost forts: The last 2 come so late that they don’t really affect the game, so functionally forts have 1 yield in renaissance any 2 yields in industrial and later. Have your capital inland (on a river) that maximises your starting fish.Forts are weak right now, and they should either be made stronger, or have all yields stripped from them.ģ at stealth and electronics (information era) Tin is always scare, start buying it early - the AI opponents go for iron mainly Arquebusiers are not worth it, and pikemen tend to be a desperate defence purchase. Knights are king til you have horse artillery, them go for muskets. Trading is still important - it improves diplomacy, and money is always scarce. On harder difficulties try to make nice to old world nations, and beef up your army to deter early attacks
IMPERIALISM 2 FORTS FREE
Then convoying.Ĭonquering minor capitals is really good - and remember they give you the advantage of bureaucracy before you research it, so improve timber to get free lumber in those areas (or whatever you have). Prioritise researching Printing Press, University and Horse Artillery. Spend as little on research as you can until rich Nothing can be neglected, because without an army, enemies get opportunist, without a navy you can't transport and sell goods, without warships you can't defend your fleet, without workers you can't improve your land.
I love this game because every choice means you are denying yourself something else - it really makes prioritising important. The old world minors will secede or be invaded, you cant trade with them indefinitely. Its worth keeping a third world client nation because you can sell finished goods to them - you reach a point where you produce more than you need, but you always need money - for research and wars. The money from that gives you the resources to get embassy with a minor nation in the old world to make nice with (pact/mechant/buy up their resources with) I usually delete the useless peasant militia on turn 1, build a second knight when I find a lightly defended (2 tent) minor nation capital and steam straight into it.
I usually play on hard, and its - hard, even after many games I still lose about a third of the time.Īn early spy is key, as is building up food and finding an easily invadable new world nation.