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Re: Ideas to stop mass castle building for DOM_3
Has anyone mooted the idea of charging maintenance on castles? If the ongoing cost was prohibitive, no-one would be able to lay down a blanket of castles. You would also need to beef up PD as Huzurdaddi (I am, BTW) says, so that flyers don't get a field day.
Maybe also make the maintenance cost of a building increase with its age, making you think about maybe demolishing some of those inner-kingdom castles that are not currently needed for defense of the perimeter. |
Re: Ideas to stop mass castle building for DOM_3
BTW, has there ever been a comment from a dev that indicates that they think blanket castling is even an issue? If not, I'll stop worrying about it http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Ideas to stop mass castle building for DOM_3
> BTW, has there ever been a comment from a dev that indicates that they think
> blanket castling is even an issue? Thanks the Powers that Be, no. I would even go further - there aren't that many players that think that ubiquitous casles are a problem. Last time I made a survey about this, the votes were overwhelmingly against making mad castling impossible. Many players said that they hated it, but it was part of the game, and one had to learn to deal with it. Speaking for myself, I do not see a problem. All a castle does is provide the defender with one turn of safety. People go on about the attacker being subject to remote spells, as if the defender is somehow protected. I think that, as Yvelina said, anyone who want to conquer a strong empire should be able to deal with a defended castle. In my book the attacker still has the advantage. Castles, just like hoarding, or building mages, or any useful stratagem have a cost and a return. In my ongoing game, I gave someone a three turn warning, and when I attacked, about two thirds of his provinces were castled. So? I have two gatecleavers, and two sizable armies. Five turns later, most of the castles are mine, and in two or three turns, they will all be. Saves me the cash to build them, and makes me wonder how many additional Niefel Jarls I would have had to face, were the money invested otherwise. In the same game, Ermor had a castle in each province of his. At some point, there were about ten of them. According to my scouts, right now he has exactly one left. It is turn 50 in that game. Most of my castles used to belong to someone else. The ones I built were raised around temples, bloodhunter labs, or particularly impressive magic sites - a sound investment to protect a valuable ressource. Where is the problem? Well, if there is a problem, it lies in the fact that most of the existing fortifications are improperly priced, or simply extremely ineffective, which leads to only watchtowers and castles being used in multiplayer games. Instead of proposing ridiculous, poorly thought-out anti-castle measures, which would create horrendous problems, like a 'move and storm' command, something should be done about making castles more varied and useful. A couple of ideas, none of which are mine... 1. Castle upkeep. A watchtower needs maintainance. All it has is a skeleton watch, so someone should pay for replacing the stones and fixing the roof. Ten gold per season. A wizard tower has some magic going which keeps it nice and shiny all year long. No upkeep. A fortified city not only has plenty of manpower for maintainance, but also can earn some extra cash. Twenty golds of additional income. 2. Domain shift. For example, a fortified city could give a tiny population boost to the province. Plus one to the life scale. A Mountain citadel can be made of ice, so it can cause a cold shift. A castle has a strong garrison, so its presence would lead to an shift towards order. 3. Extra units. A wizard tower could add some kind of magic familiar to the build list. A castle may train units with a bonus to defense. The ice of a mountain citadel may be caused by some cold generating critters, and maybe an industrious pretentder will figure out how to train them. 4. Gem income. A bigger type of kelp fortress could generate nature crystals, an ice citadel would create water gems, a wizard tower may bring astral pearls... 5. Permanent fortress defenders, similar to province defense, who always fight in castle battles. Imps for the wizard tower, ice elementals for the montain citadel, well armoured men-at-arms for the castle. 6. Additional ranged units on the towers. All of these will serve to make the castles more varied, and will make it less of a no-brainer to go for the watchtower. And of course, building a fortified city which actually generates income will take a long time, and cost a lot, so we will probably no see them built in every province until the very late game. As for castles being too hard to take, give me a break. Any task force that cannot weather a storm of fireballs and a dozen of ghost rider squads will not take one of my castles anyway. Oh, and a question for those hypothetical whinners who find it too hard to take castles right now. What in the world makes you think that after you change the rules, I and my ilk will be slow in addapting to them? We will formulate a winning strategy and make you cry 'Cheese!' before you have finished patting yourself on the back for the latest nerf. Zen's mods are well thought-out, and do a good job at eliminating no-brainers. But did someone notice powergamers doing worse under his conditions? I doubt it. When the dust settles, there are two kind of players standing - the proud powergamers and the closet ones. |
Re: Ideas to stop mass castle building for DOM_3
For Dom 3, these arguments could go away if modding castle types was available. Being able to specify layout, cost, defense, storage, etc. would be kind of neat. Especially if build time could be specified seperately from cost. I know other people have suggested this as well, but I couldn't find their posts with a quick search. |
Re: Ideas to stop mass castle building for DOM_3
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High Maintenance cost = 5 gold per turn Average Maintenance cost = 3 gold per turn Low Maintenance cost = 1 gold per turn Oversway also has an excellent suggestion. |
Re: Ideas to stop mass castle building for DOM_3
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The "move and storm" command that I had in mind was meant to diversify the game and to be almost inapplicable to non-watchtowers (somehow, maybe by requiring to exceeding defense twice or more): So let's just state it the other way around, and propose merely the watchtower being weakened to be the only castle type to be vulnerable to "move and storm" in the sense of your other fine suggestions: This would give us something that would protect temples and bloodhunters against teleporters, lone SCs, and ghost raiders and their friends, while not being already a full fledged castle. So players would have a new choice: something cheap for the mere purpose of protecting blood hunter and temples, or choosing a proper castle like mausoleum or wizard tower or... So I was talking about adding even more variety to Dom2 rather than prohibiting something, just inspired on the fact that I felt it somewhat unfitting that an almost unoccupied watchtower prevents an army of 500 militia men from pillaging an entire province. It is okay for a proper castle or a fortified city to do feats like that, but a mere watchtower? But this is not a real problem: I am capable to rename the watchtower in mind and think of it as the central keep of a half-built castle or something else which is able to do the things the watchtower does now and fits its stats. My suggestion was just inspired by that name... |
Re: Ideas to stop mass castle building for DOM_3
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2. I'm totally against the suggestions to make "mad-castling" impossible. They strike me as unworkable, awkward and unnecessary, such as the limits of building castles in only a fraction of your territory. I don't think there is anything "wrong" with ubiquitous castling. Quote:
My suggested alteration to the "move and storm" idea restores the "one turn of safety" to the defender's castled province, as long as the province is controlled by the defender. The option for earlier storming becomes available once the attacker has taken the castled province, but not the castle. The attacker's storming force can be kept in reserve, then move up and storm the castle in a single turn once the province is taken (as long the fort defence has been reduced to zero). Also, seiging forces at the castle would be able to have a seige and storm order, so that they would storm the fort as soon as defences hit zero, instead of waiting around for a turn Quote:
The combination of blanket forts and a well run magical industrial complex in the late game is a potent defensive force. The (unnecessary and unrealistic) extra turn endured by castle seigers, between seiging and storming, really begins to hurt when up against a prepared opponent. Removing it would make the endgame more playable, in my opinion, leading to fewer stalemates. Quote:
About the income generation/maintenance idea: forts already boost province income by a percentage equal to their admin value. Would this be removed under a castle maintenance system? I like the idea of investment and reward with castles, but maybe there is an argument for the quick, cheap castles to have a net maintenance cost, and the slow, expensive ones to boost your income overall. Though the more castles become polarised in this way, the greater the effect on smaller maps, when your free, starting castle has a greater influence. Quote:
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As I said before, do not confuse the means with the end. The end is always to improve the game in some way. Game balance is just one means of doing this, it's not an end in itself. Adding extra orders for seiging armies is hardly a game balance issue anyway, as it will affect all nations equally. I have no desire to make the game easier or harder for imaginary distinctions of players, such as "powergamers" or "noobs". I want to improve the game for everybody, I think the "move and storm" suggestion in particular may make the endgame more playable, and less of a stalemate. |
Re: Ideas to stop mass castle building for DOM_3
Another idea to add... imagine 4 magic sites exist on this one province: Magic site A, B, C, D
Some magic sites should be consider outside and others inside. For example those sieging a province would gain control of magic site A & C... and those inside the castle control magic site B & D. |
Re: Ideas to stop mass castle building for DOM_3
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For example: after the first turn of building a fortified city, the province would get a "stage one fortified city", which would have one fifth the stats of the finished product: 10 admin, 100 supply and 20 defence. I would suggest that the 100% increase in resources only be available to the finished version of the fort. This would change things quite a lot, and I imagine that the forts would need to be repriced. If an attacker was to capture an unfinished fort, he would be able to continue construction at no extra price. |
Re: Ideas to stop mass castle building for DOM_3
It's not realistic to say castles can exist anywhere with the type of technology used in this game. Terrain types such as 'swamps' should be impossible for building castles since they would obviously sink into the land. Also other terrain types should delay the building time since very very few resources are nearby such as Wastelands. |
Re: Ideas to stop mass castle building for DOM_3
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1) Blanket castling is the only way to effectively defend territory; and 2) Blanket castling leads to boring endgames. So boring endgames is the problem we're trying to fix, and on the face of it, you could do it by making either (1) or (2) untrue. My preference would be to nip it in the bud by making (1) untrue (perhaps by beefing up PD, but I'm sure there are other ways as well) rather than making (2) untrue, the reason being that strategic placement of castles sounds more interesting than blanket placement. |
Re: Ideas to stop mass castle building for DOM_3
No matter how strategic of a great location for a castle... some territories should be prevented from building castles for other reasons. One this will allow map makers to be more creative with designing maps thus having provinces exist where no castles can be built... otherwise map makers won't have this option. Two it's realistic that certain terrain exists where no castle will remain standing from the effects of the land and mother nature. Three this will provide an additional obstacle within the game where players will have to be more creative in defending these provinces. I agree about improving province defense as well... here's a copy of my ideas posted from the Dom3 wishlist: Improving Province Defense One or more of these ideas can be used for improving province defense: A) Provinces adjacent to the main capital and including the main capital have very powerful defenders for its province defense. These units should have much higher morale, defense, magic resist, and protection. B) More unique and stronger defenders as provinces defense increases. Province defense(1_thru_10) basic units, Province defense(11_thru_20)average units added with basic units, Province defense(21_thru_30)strong units added with basic and average units, and so on... C) For province defense beyond 20... adding a commander with a standard(+8) and additional commanders with standards for every additional 10pts of province defense. D) Some unique powerful unit(depending on the race) added for any location with province defense of 50 or more. E) Increase resources in a province when the province defense goes beyond 25, yet doesn't work on capital. This would give province defense a second value. Province defense beyond 25 is an investment of over 350 gold. |
Re: Ideas to stop mass castle building for DOM_3
I do not like the suggestion to prohibit castles on some terrain, but I do like the suggestion of "nocastle"-flag similar to the "nostart" flag! http://forum.shrapnelgames.com/images/smilies/happy.gif This would enforce nothing but would open up a lot of possibilities for mapmakers!!!
Especially scenarios with preset castles would benefit form a "nocastle"-province-flag! I wish this flag existes, so that I can prhibit castle building on the bridges in my own Chandrea map... |
Re: Ideas to stop mass castle building for DOM_3
Yes the "No Flag" suggestion could also work. For maps which are randomly generated perhaps this "No Flag" setting could be randomly added among the provinces. Something like one out of ten provinces and maybe more common for swamp territories.
Chazar's suggestion is better for map making since more options will be available. |
Re: Ideas to stop mass castle building for DOM_3
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To make the larger forts more attractive, allow units to stack efforts in fort construction. A fortified city would take one commander five turns to construct, or five commanders could do it in one turn. |
Re: Ideas to stop mass castle building for DOM_3
'Stacking' castle building was possible in Dom:PPP. It was common to have some extra scouts build the castle. I don't know if it would be beneficial or not, but maybe building the castles could actually require some units as well as commander and (virtual) local workers?
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Re: Ideas to stop mass castle building for DOM_3
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Re: Ideas to stop mass castle building for DOM_3
And would mean the death themes can't build any castles...
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Re: Ideas to stop mass castle building for DOM_3
Its not the lone commander that build those Fortified Cities... I except that he hires some workers with that money. Or then forces the local farmers/soulless to build it for him, in which case he needs some guys with whips or some necromancers with need for money. I didn't mean that some population would actually be required.
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