Bases.ag

Multiplayer II Resources:

Manual /  Summary  /  Design Log

Defense Bonuses for Terrain with Bases

**Does not heal but does not lose hit points either.
Forts can be made after discovering Masonry. They can be made by Workers, Settlers, Legions, Engineers, and Proletarians. A Fort is first required on a tile before building a Fortress. A Settler inside a Fort can claim that tile to found a city. A Fort gives no bonuses against Air units, Helicopters, or Armor. Forts make great outposts for border security and establish vision, even if not occupied by an army. They do not claim national territory, however. Build-time: 2 worker turns.

*Helicopters and Balloons can refuel inside Fortresses
Fortresses are available with Construction tech and can be made by Workers, Settlers, Legions, Engineers, and Proletarians. They are much stronger than Forts, but first require a Fort to be built. Unlike Forts, they give defense bonuses against Air, Armor, and Helicopters. Fortresses claim national territory and establish borders. They give vision which gets a bonus after Invention tech is known. Build-time: 3 worker-turns.

Helicopters, Baloons, and Triremes can refuel inside Naval Bases.
Naval bases are Fortresses with accomodation to allow ships to enter. They give refuge for ships to repair without the threat of kill-stack or the "Pearl Harbor effect." Building requirements: 1) Fort on a low-land tile cardinally adjacent to ocean, 2) Knowledge of Engineering technology. Build-time: 5 worker turns.

Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.

Units in an Airbase:
Airbases are available after Radio technology. They are a landing spot for air missions, and a place to refuel. Air units inside become reachable by land units. Build-time: 2 worker turns.