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Castles don\'t stop armies from advancing, right ?
If I'm not mistaken, it works this way:
If an army sits on a province with castle, but castle is held by enemy, the besieging army can still move into enemy territory. I think it's a bit unrealistic and disappointing. At least some castle types should either stop armies from advancing into enemy territory or... something like attacks of opportunity. I mean, if I keep the castle and the army goes further into my territory, I should have an opportunity to easily attack it from castle. In other words, If I send an attack from my castle on an army which was there last turn, I should get movement priority. What's the point of Jarvellan Wall, anyway ? It would make sense for it to stop armies from going into enemy territory (the only option would be to retreat into your own territory unless there isn't one). |
Re: Castles don\'t stop armies from advancing, right ?
I understand your point but I do not really agree with it.
In real life castles where built at strategic or important locations. A castle was meant to slow a army, or inflict massive casualtys on armies that came too close (Baltic sea fortresses for example) or to force a army to take a longer route and finally to provide a secure base to raid a army from behind. Castles being immoble were never designed to completely stop a army. One final example, the wall of china was not designed to keep barbarians out but make it difficult for them to escape with the loot. |
Re: Castles don\'t stop armies from advancing, righ
Consider that the province is the size that your army can travel in a month (1 turn in Dom is a month). So the province is something like a county, and the castle is one town in it.
If an army beats the patrolling units then they can move thru a province without having to attack the castle. |
Re: Castles don\'t stop armies from advancing, righ
Jarvellan Wall appears as a magic site, doesn't it? I seem to remember there was no description when I clicked on it. So what is its function?
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Re: Castles don\'t stop armies from advancing, righ
Dosnt it give a castle with some sort of crazy supply bonus?
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Re: Castles don\'t stop armies from advancing, righ
Supply value 1000, admin almost nothing and defense value essentially 0, but it does give you a free fort.
Magic sites do not have any descriptions and if the ability is one of the ones that will not be listed, such as healing afflictions or holy fire, it won't show. |
Re: Castles don\'t stop armies from advancing, righ
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Re: Castles don\'t stop armies from advancing, righ
I know provinces are big, but ancient/medieval armies are very big, too. Especially considering size of supply lines. Sitting next to a castle shouldn't be healthy. Castle is good base of operations. If you just ignore it, it can launch an attack on your flank or supply lines.
http://en.wikipedia.org/wiki/Medieva...r_and_foraging http://en.wikipedia.org/wiki/Medieva...#Supply_trains I understand it depends on how much abstraction you're going to accept. But current model (army on province = siege) sort of contradicts the 'provinces are big' argument. |
Re: Castles don\'t stop armies from advancing, righ
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I don't really like that sites can have hidden effects that you don't know about until you look at the Dom3 DB, too. |
Re: Castles don\'t stop armies from advancing, righ
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I was hoping I had one of those to relocate my tartarian factory too, fairy queens are useless at healing afflictions, other nations already have chalice and GoH. |
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