Sid Meier's Civilization VI

Sid Meier's Civilization VI

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dbrigleb May 30, 2020 @ 10:18am
Fortify v Alert
How do they differ?
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Showing 1-7 of 7 comments
☠☦Rudolf☦☠ May 30, 2020 @ 10:22am 
i think alert notifies you at the end of the round if something changes around the unit
RichyC91 May 30, 2020 @ 10:31am 
Yeah alert seems to re-trigger your unit if a barbarian etc comes near.
Aachen May 30, 2020 @ 11:24am 
Yes, “alert” triggers a request for orders if a hostile enters line-of-sight. “Fortify” remains fortified without requiring new orders until the player issues them.
shefsam1 May 30, 2020 @ 11:47am 
What I am wondering is: are the unit's defense, loyalty points, etc. any different while one or the other is activated?
dbrigleb May 30, 2020 @ 12:29pm 
shefsam1 asks it better then I did...
"What I am wondering is: are the unit's defense, loyalty points, etc. any different while one or the other is activated?"
SPC_UK May 30, 2020 @ 1:06pm 
When Fortifying, a unit digs into its current position, and gains a CS defensive bonus of 3. If the unit stays dug-in for more than 1 turn, this bonus increases to 6.

From: https://civilization.fandom.com/wiki/Combat_(Civ6)
Aachen May 30, 2020 @ 1:14pm 
Originally posted by shefsam1:
What I am wondering is: are the unit's defense, loyalty points, etc. any different while one or the other is activated?

It’s all still fortifying—the difference between the three is the conditions triggering the request-for-orders.
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Date Posted: May 30, 2020 @ 10:18am
Posts: 7