I really like what Civ games did for that. Workers could build a Fort that provided defensive fortification. In addition, you could "fortify" units (but them onj defense) and if you left them alone they would also get a bonus. I think that would be good to have. So maybe a list for some fun fortification features.
- Unit Defense
- Innate Unit Skills - A defensive rating for each unit would have inherintly. Ex: Archers have 1 attack, 2 defense NORMALLY, plus maybe +1/+1 against unshielded targets without magical armor or something.
- Unit Skills (Training) - Via battle experience or direct training for a particular skill, gives a unit extra defensive points. Ex Archer normally (1/2) gets +50% bonus with the Skilled Defender Trait, maybe even at a cost to their attack powers.
- Terrain Defense - Every block of terrain modifies each type of attack in different ways.
- Plains/Grasslands - +50% Attack when mounted.
- Hills - +25% Defense to all units. -25% Attack for Mounted Units. -25% mobility for all units. Visibility bonus for defender, negative for attacker.
- Mountains - Maybe same as hills except better bonuses etc.
- Tile Constuction Defense
- Worker units can build and modify "Fort" modifications to tiles. They have upkeep per turn and can obtain a certain number of upgrades (increases powers and cost). Can be taken over and used by any team once built. Can be deconstructed for resources, but it takes a number of turns equal to 2+ number of addons.
- Or there could be prebuilt "Watch Tower" locations at random spots along the map. It adds a little defensive and sight bonus, but is expandable to give you more options.
- Upgrades
- Looking Glass - Extends sight range by another 2 squares.
- "Unit" Niches - Gives the building several "native" units that will be unable to leave. Player can change the unit whenever he wants but it will have an upgrade cost and will take several turns to resupply the tower. Will still take a min of 2 turns, Forward training camp hurries normal production tho.
- Magical Nodes - Increases Magical research by X points.
- Forward Training Camp - Allows units under X Cost to be trained locally. Requires Housing add-on.
- Housing - Allows settlers to move into tower. Allows better upgrades and can repair the building if damaged.
These are just a few ideas for singular defensive buildings. Maybe one could build a wall that extends arounds one territory but costs a LOT of men and resources to keep up and running. Prolly only good for NPC run nations (neutrals). Just a couple thoughts. ^^