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Castles and Citadels and stuff
So far, in ALL of the games I've played, I've chosen the castle as my fortification. However, I'm beginning to wonder if certain fortifcations are more appropriate to certain nations.
Is there a preference per race, or am I safe just sticking with castle through and through? |
Re: Castles and Citadels and stuff
The castle is an excellent choice for a fort: It has a modest cost of only $450, only 50% more than the watchtower, which gives it a modest build time of 3 turns. It has an excellent admin of 40: Only the Fortified City does better, and the Fortified City costs $750 and 5 turns! Unless the map is exceptionally small and/or you have no plans to build many other fortresses, or you absolutely, positively, must have the metric assload of supply that the Fortified City grants, the castle is a very good choice. Pointwise, the cost is the same: 80 points. You certainly can't go wrong with that. The only drawback of the castle is that its defense value is not a great asset, but nor is it absolutely wretched. Besides, who plans a strategy around being sieged? Any castle will buy you a minimum of one turn, and no castle will hold out for any real length of time against real opposition. A higher defense will just make it more bothersome for YOU to take it back!
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Re: Castles and Citadels and stuff
In one of the various threads on playing a specific theme (I forget which theme and the poster, may have been Zen), it was recommended that the el-cheapo zero-DP fort type be used so that you can quickly and (relatively) cheaply pop up forts all over your borders both to channelize the enemy and to allow recruitment of national units right at the front. This works best for nations that do not need to maximize resource gathering (ie: whose main limit is gold, not resources).
Other than this particular example that was cited (I do wish I could recall what thread it was), the Castle which Norfleet mentions is pretty much the best all-around buy. |
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I'm a big fan of the fortified city. It's got the best design point to admin ratio, and the high cost and build time is offset by the fact that you get one for free at the start of the game.
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I haven't found any reason to use anything else. As far as point cost/price and value is concerned, I don't really see a decent alternative, unless you really have sucky troops, then you want something with higher defense, because you'll be hiding a lot.
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Re: Castles and Citadels and stuff
I happen to really like the wizard's tower for nations that have powerful national mages, and fairly useful troops. This is because it is both cheap and quick to produce, but also provides a decent administration rating. I do often go with just the standard castle however, as it is a good compromise between the various types.
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Maybe it doesn't suit your playstyle, but so does anything that isn't played on the world map with VQ's and Ermor. I consider the Wizard's Tower to be significantly faster, and cheaper, which means you put them up even faster than normal especially considering the mutability of a game. But that is only because I don't mind 40 Dpoints for what it provides. |
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I actually prefer Wizard Towers in the "Long term and Paitent" games because as the game progresses the use of Raiding is more and more apparent and Single or Teamed SC's flying in cannot siege a fortress in all reality as well as nulls the advantage of Ghost Riders. But of course that might be my 'rush' mentality talking. |
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Aran *is* a rush map (it's one of the maps that Zen's used for blitz MP), and the odds are very good, even in a 4-player game, that you'll be in conflict with another human by turn 7-8. Unless you dawdle for a half-dozen turns before leaving your capital, which is a sure recipe for defeat against humans.
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Re: Castles and Citadels and stuff
Aran is no more a rush map than it is a Water map.
If 'coming into conflict with another player before you are ready or turn 30' is the definition of 'rush' then pretty much every map that doesn't have upward of 300+ provinces is a rush map depending on the players. I personally categorize a rush map as something under 60 Provinces. Urgaia and Sundering are what I would consider 'rush' if I were to categorize them in that fashion. Aran, Eye, Karan, Europe, Inland are what I consider "Midsized Maps" which you can play whatever type of game you want based on the # of Players. World, Oriana are 'long term' maps, where even if you have 17 Players there is a chance it can be rush or slow, just depends on placement. |
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Still, I can see you have very good reasons for choosing the Wizard Tower. I don't quite see it as meshing too well with my present style, but you have obviously found it to fill a niche for you. I think we can both agree that the Mountain Citadel is still a very dubious choice for any reasonable style, though! |
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I'm surprised that no one has proposed to the devs adding a new feature so that you have the ability to pick & choose what type of fort to build after the game starts. So that you might have a fortified city as your capital, yet be able to build wizard's towers or mausoleums if you so choose. Obviously this would be such a dramatic change, and hard enough to code, that it would likely have to wait for a Dom 3, but still, I am a bit surprised that no one appears to have proposed it. Well, until now. http://forum.shrapnelgames.com/images/icons/icon12.gif
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If you paid for the fortified city with DPs, that's what you begin with, and you can build anything up to and including that type. You just wouldn't be limited to only being able to build that expensive choice as you are now in Dom 2.
It would be a bad idea to permit buying a cheap fort during god design and allowing the building of better forts in the game. A really bad idea. IMO. |
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Do you mean in cost paid, so that paying for a Wizard's Tower means you can build all fort types? Or do you mean their order on the fort list, starting with Mausoleum and working up to Mountain Citadel, so that somebody taking the (godawful) Mountain Citadel would be able to build any fort? |
Re: Castles and Citadels and stuff
One possibilty I suppose is to have a "preference" and/or "discount" for a choosing fortification type. This could be faster build time, cheaper cost, morale boost for garrison units, so on. And penalties otherwise.
Alternatively, you can restrict possible type placement based on terrain. E.g. all are buildable at grassland, but Fortified City/Mausoleum not allowed in Forest, so on... While a nationally choosen type ignore such restrictions (or is buildable but are higher prices than normal). My apology if these ideas were presented already. -Gateway103 |
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-Gateway103 [ March 16, 2004, 07:05: Message edited by: Gateway103 ] |
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Then noone would ever take more than an 80 Point Fortress.
Starting City = Fortified City. Then they have the option of building Mausoleums if they need quick defense (with some admin), Hill Forts if they need defense and have time, and Normal Castles for in betweens. No point to ever build a Mountain Citadel or a Dark Citadel, along with a Fortress. It'd also be a moron to ever take a Wizard's Tower or Citadel. |
Re: Castles and Citadels and stuff
nm, Zen beat me to it.
[ March 16, 2004, 07:18: Message edited by: Norfleet ] |
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0__ Watchtower 0__ Kelp Fortress (only water nation) 40_ Dark Citadel (water & land nation) 40_ Mausoleum 40_ Mountain Citadel 60_ Fortress 80_ Castle 80_ Fortified City 80_ Hill Fortress 80_ Kelp Citadel (only water nation) 100 Citadel 120 Wizard Tower Ok, this makes way more sense http://forum.shrapnelgames.com/images/icons/icon7.gif However this also make a number of the choices less attractive given the alternatives... -Gateway103 [ March 16, 2004, 07:21: Message edited by: Gateway103 ] |
Re: Castles and Citadels and stuff
This idea seems to make anything OTHER than the Fortified City as your starting citadel VERY unattractive, as Zen pointed out. Clearly, the costs of all these forts would have to be rebalanced in general to avoid this. Your choice of fort suddenly becomes a lot less important when the distinction between the different forts of that point class are eliminated and reduced to a choice of "pick the best and most expensive thing to start with".
I'm inclined to say that this is looking like a "leave it alone, it ain't broken, don't fix it, and I seriously doubt the developers are going to touch it in a patch or make it a moddable item". [ March 16, 2004, 07:27: Message edited by: Norfleet ] |
Re: Castles and Citadels and stuff
What would be nice would be a build up advancement.
Pick up to a certain type of Fortress and a build string. Every turn you have the option to either continue building (up to your 'cap') or hold and remain on a lower Version. This would also incrementalize the cost of building. Like this: </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Wizard Tower Citadel | / | Dark Citadel - Mountain Citadel | / Watch Tower - Mausoleum \ Fortress - Hill Fortress |\ | Castle Fortified City</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Or something similiar, the stats would have to be adjusted and costs, but if each level cost say for example: 150 Each (And lower the Watch tower to 0 Admin, 25 Defense to represent it) then you could have a sort of build string while maintaining the difference in cost. It still doesn't change the IMO screwy Dpoint cost of some of the Fortresses. [ March 16, 2004, 07:36: Message edited by: Zen ] |
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Clearly, the most expensive starting fort would be the fortified city; the ability to build it would not necessarily be cheap, either, but with its in-game price, these 120 DP mostly pay for the privilege of starting with one. The Wizard's Tower as a starting fort would be very cheap; what's really valuable is the ability to quickly, cheaply, build a decent fortress with a lone scout. Now, I don't know how much the option would be used, but it might be fun to find out. |
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