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Different Fort Types for more strategy

Different Fort Types for more strategy

Fort Types

One idea would be allowing the sovereign to choose a type of fort for each city.  Each Fort Type can provide a specific set of advantages each with its own building cost and building timeframe for game balance as well as deeper strategy.

[FortOption1] 1 - Default  {Nothing  No advantages or changes}

EXAMPLES (in random order):
[FortOption2] 2 - Rampart  {5% Defense Bonus; 5% Archery Bonus}
[FortOption3] 3 - Garrison  {5% Training Bonus; 5% Sight Bonus}
[FortOption4] 4 - Bulwark  {10% Defense Bonus; 5% Bonus vs Calvary}
[FortOption5] 5 - Citadel   {5% Defense Bonus; 5% Population Bonus}
[FortOption6] 6 - Fortress  {15% Defense Bonus; 5% Melee Bonus}
[FortOption7] 7 - Stronghold {15% Defense Bonus; 5% Bonus vs Siege attacks}
[FortOption8] 8 - Castle  {15% Defense Bonus; 5% Mining Bonus}
[FortOption9] 9 - Wizards Tower {5% Research Bonus; 5% Sight Bonus}


The types of bonuses, the building time and building cost for each fort type can be determined during beta testing for game balance.

EDIT:  Each of the fort types should be allowed to be upgraded further with the cost of time and resources.

EDIT:  The fort types could also be modded where gamers could add their own new forts with new images and benefits. 

 

12,249 views 34 replies
Reply #26 Top

Quoting Lomion, reply 13
What about building towers, forts, etc. outside of cities? I was hoping that you could build one in the pass through which enemies might easily come. That way you have the bonuses the tower grants? I guess this is similar to Starbases in GC2. 
End of Lomion's quote

I like the idea of forts outside cities, but I haven't found a game yet that implements this well. Outside forts and castles were meant as early warning posts and also to pin down armies, as attackers would have to surrender and siege the castle before been able to move on. So, the attacker would have three choices:

- Storm the castle. Usually quite improductive (lots of casualties and very low chance of success).

- Siege it until the castle surrenders. Improductive too as armies could only war some months of the year (peasants had to plant and care for their fields, and no one makes war in winter), so you couldn't waste so much time on those types of fortifications.

- Split your army and leave enough army behind to avoid any defenders coming out and raiding your supply lines and getting a fight in two fronts.

So far I don't know a game that has made that process well (as the attacker can just ignore the castle and move on). So unless there's a really strange geographic configuration, they are useless in games. And if it's implemented in a way that stops attackers, I'm not sure it will be fun for them (or encourage defensive play too much).

Reply #27 Top

- Split your army and leave enough army behind to avoid any defenders coming out and raiding your supply lines and getting a fight in two fronts.
End of quote

the reason most castles are unable to do this is they have their own attack one that is not determined by units in the castle. what if the castle could sacrifice its attack or buff in order to send out a few units that could only move say 10 spaces away from the castle but moved 5 spaces per turn that way the instant someone passes the castle u can raid them and get back to the castle in time to use the building against them. Kohan 2 kings of war (i didnt play kohan 1 so i dont know anything about it) does the same thing but the castle simply produces and infinite number of units and has no auto attack for the castle. also i dont play any tbs so i dont know how forts are currently implemented i just speak from rts experience.

Reply #28 Top

While nice for Kohan, I'd rather forts not be magical army producers, and they'd need to produce a good sized army to do anything against another army.

 

In RTS games, combat doesn't happen in a turn, your fort either sends guys out and they're utterly destroyed with little effect, or they win.  In either case, the action takes time that allows you to send an army to deal with the threat in the mean time.  It's a delay, one that shrinks with the advantage the enemy has, but still a delay.  In TBS, a turn is a turn is a turn.  Delaying an army will at best, use up a point of movement.  If you deplete movement with an attack, then armies can be perpetually stalled by suicide runs of single squads.

 

I'd much rather have a fort function as an actual fort did in real life.  It's a place to watch the borders from.  Walled, relatively well defended, and of zero value to the enemy unless they plan on holding the area.  If you need a serious force to assault a fort, they will make excellent watch towers from which to scry your border and prevent incursions.  You can then keep actual armies further back in a more convenient location for guarding a larger area from major threats.  The forts themselves can ignore any minor incursions, as they will be easily defended against with minimal troops.  Without forts, your border watch would be constantly wiped out by small parties, easily blinding you to attacks.

Reply #29 Top

Quoting psychoak, reply 28
While nice for Kohan, I'd rather forts not be magical army producers, and they'd need to produce a good sized army to do anything against another army.
End of psychoak's quote

I agree that forts producing units from air is not good for Elemental (it worked in Kohan, but they are different). But forts don't need a big army at all to do something against another army. As long as it has some cavalry, it's really easy for them to make exists and raid the enemy unless the enemy dedicates a loooot of people to suppress the fort in an effective way. That's why they are a pain, they can pin down far more units than the units you are dedicating for the defense (of course, they are also horribly expensive to build, but once you have them they are great).

Reply #30 Top

I do like the intent of the topic cretor, which is (if I'm reading correctly) to make the player choose between multiple city types to prevent the player from spamming an identical "optimal city" build over and over.

It would kind of be like in Medieval 2 Total War. Every settlement could either be a "castle" which produced the best troops and was difficult to seige, or a "city" which didn't train as good units but was an economic center. You needed to find the right balance with mostly citys, but with enough castles spread around to be able to defend your borders.

Now, the TC's idea isn't nearly as cut and dry as that, but the concept of having cities that have strengths and weakneses is still there. However, I not sure I agree that it should be the central "castle" of a city that determines that.

I think galciv2 worked fairly well with it's capitals. I would usually have one planet full of banks and an economic capital, a research planet with only research centers and the research capital, etc. It led to my core planets being highly specialized and valuable, and my border planets to be a bit more generic. If they could expand on that somehow, it would work to add diversity to cities.

Perhaps you could even have a generic bonus as well. eg. One barracks in a city produces troops at 100% speed, two produce troops at 205% speed, three at 310% speed. I would very much like, for the sake of feel, visual signals for this as well. Many forges in a town would lead to a cloud of smog above the city, lots of magic labs would cause the city to glow faintly, and runes to float about, zooming in on a military city would treat you to marching drums and seeing tiny soldiers drilling.

Reply #31 Top

If you deplete movement with an attack, then armies can be perpetually stalled by suicide runs of single squads.
End of quote

I'm not suggesting that every turn the fort produces a new unit maybe something like every 5 turns. also while the units are "outside" the fort it would just be a building no sightline no attack no buffs just a building. this would be useful because the forts would not be rendered useless once an enemy passes them but you would have to make a strategic decision in that if i attack and delay the enemy one turn but lose my fort for 5(cant do anything) is it worth it? or if i wait for the enemy to pass the fort and then cut off their retreat with the fort units while attacking with an army. The optional units is the idea those units power movement and creation time would all have to be balanced during the beta. Kohan was just an example of a fort producing units and is very different from what i am suggesting because in kohan the forts had no attack or buffs they were just spawn points.

As long as it has some cavalry, it's really easy for them to make exists and raid the enemy unless the enemy dedicates a loooot of people to suppress the fort in an effective way. That's why they are a pain, they can pin down far more units than the units you are dedicating for the defense (of course, they are also horribly expensive to build, but once you have them they are great).
End of quote

this is exactly what i am suggesting each fort has the option to send at a group of calvary or a raiding party but in doing so is significantly weakened and would be completely destroyed if the fort were under siege

Reply #32 Top

The fort doesn't have to create units every turn.  If being attacked depletes movement, you can tie an army down with normally produced suicide units.  The game then becomes a perpetual stalemate whenever someone uses the tactic.  There isn't any significant delay a fort can do to a passing army without depleting it's movement.

 

I'd love to have irregular troops that can raid, but I think you guys are seriously over-estimating the damage potential you're looking at when a small force attacks a large one, especially if it's cavalry.  Setting up some sort of ambush system wouldn't be much effort since you can have hidden and stationary requirements that are triggered by the enemy moving past.  Balancing any sort of raid system that doesn't use the normal combat mechanics would be hell though.  It will almost have to be pointless.

Reply #33 Top

Setting up some sort of ambush system wouldn't be much effort since you can have hidden and stationary requirements that are triggered by the enemy moving past.
End of quote

This works too either way i dont want forts to just sit there and shoot it gets kinda boring. ambushes on the other hand even stationary ones within X spaces of a fort where u have to place them }:)   could be very interesting

Reply #34 Top

Quoting psychoak, reply 32
I'd love to have irregular troops that can raid, but I think you guys are seriously over-estimating the damage potential you're looking at when a small force attacks a large one, especially if it's cavalry.  Setting up some sort of ambush system wouldn't be much effort since you can have hidden and stationary requirements that are triggered by the enemy moving past.  Balancing any sort of raid system that doesn't use the normal combat mechanics would be hell though.  It will almost have to be pointless.
End of psychoak's quote

The point of the raiders is not to attack the army, but the supplies and supply lines. You need very few men to do that in a very effective way and you need a tooon more of soldiers to protect against it (as if the raiders are mounted they can nearly hit wherever they want). Of course that doesn't work most times in games because armies don't have or need supply lines, so the only choice for raiders is to suicide against the blob of units, which is pretty pointless.