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Underwater fortresses
I've been noticing my available resources are not increasing when i capture adjacent land provinces. Do underwater forts not harvest resources from those provinces?
(As if water nations weren't at enough of a resource disadvantage because their fortresses tend to have much weaker administration...). |
Re: Underwater fortresses
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Re: Underwater fortresses
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Whereas virtually every map gives a water nation a good chance of starting with only 2 adjacent water provinces - in addition to crappy administration values they can't even harvest resources from many surrounding provinces, and water provinces are at best mediocre in resources. |
Re: Underwater fortresses
[blatant advertisement]
Yeah, that's just one of the issues concerning underwater life. In my Underwater Gameplay Enchantment Mod, I decreased the resource cost of numereous UW only equipment. Once I find the intrest/time I'll update it with some common UW magical sites that give resources. [/blatant advertisement] |
Re: Underwater fortresses
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Is that Underwater Gameplay Enchantment... or Enhancement? (Very different things). ------------------------------------ More seriously, the CBM people might want to look at doing something about this. Also, more specifically, EA Atlantis's home fortress has a pathetic 20 administration and resource-intensive units (at least one of which is cap only) on top of the already abysmal resource problems facing water. Something clearly needs to be done here - because this really limits EA Atlantis's options. Possibly a special type of fortress for their home fortress with better administration would help, at least a little bit. It would make the likely 2 ocean province neighbors start at least *surviveable* with a strategy other than 'ignore everything that takes a lot of resources'. |
Re: Underwater fortresses
We can't mod forts.
They could have their fort changed to something less thematic with better admin. Pros and cons. |
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