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-   -   Underwater fortresses (http://forum.shrapnelgames.com/showthread.php?t=43561)

Squirrelloid July 11th, 2009 02:57 AM

Underwater fortresses
 
I've been noticing my available resources are not increasing when i capture adjacent land provinces. Do underwater forts not harvest resources from those provinces?

(As if water nations weren't at enough of a resource disadvantage because their fortresses tend to have much weaker administration...).

quantum_mechani July 11th, 2009 03:08 AM

Re: Underwater fortresses
 
Quote:

Originally Posted by Squirrelloid (Post 700900)
I've been noticing my available resources are not increasing when i capture adjacent land provinces. Do underwater forts not harvest resources from those provinces?

Correct (and it goes the other way as well).

Squirrelloid July 11th, 2009 03:44 AM

Re: Underwater fortresses
 
Quote:

Originally Posted by quantum_mechani (Post 700902)
Quote:

Originally Posted by Squirrelloid (Post 700900)
I've been noticing my available resources are not increasing when i capture adjacent land provinces. Do underwater forts not harvest resources from those provinces?

Correct (and it goes the other way as well).

Yeah, well, that's rarely that much of a disadvantage. Home territories for land powers tend to have at least 3-4 land provinces adjacent to them, often high resource woods or mountains.

Whereas virtually every map gives a water nation a good chance of starting with only 2 adjacent water provinces - in addition to crappy administration values they can't even harvest resources from many surrounding provinces, and water provinces are at best mediocre in resources.

Burnsaber July 11th, 2009 04:08 AM

Re: Underwater fortresses
 
[blatant advertisement]
Yeah, that's just one of the issues concerning underwater life. In my Underwater Gameplay Enchantment Mod, I decreased the resource cost of numereous UW only equipment.

Once I find the intrest/time I'll update it with some common UW magical sites that give resources.
[/blatant advertisement]

Squirrelloid July 11th, 2009 05:02 AM

Re: Underwater fortresses
 
Quote:

Originally Posted by Burnsaber (Post 700908)
[blatant advertisement]
Yeah, that's just one of the issues concerning underwater life. In my Underwater Gameplay Enchantment Mod, I decreased the resource cost of numereous UW only equipment.

Once I find the intrest/time I'll update it with some common UW magical sites that give resources.
[/blatant advertisement]

:heart:

Is that Underwater Gameplay Enchantment... or Enhancement? (Very different things).

------------------------------------

More seriously, the CBM people might want to look at doing something about this.

Also, more specifically, EA Atlantis's home fortress has a pathetic 20 administration and resource-intensive units (at least one of which is cap only) on top of the already abysmal resource problems facing water. Something clearly needs to be done here - because this really limits EA Atlantis's options. Possibly a special type of fortress for their home fortress with better administration would help, at least a little bit. It would make the likely 2 ocean province neighbors start at least *surviveable* with a strategy other than 'ignore everything that takes a lot of resources'.

Sombre July 11th, 2009 07:28 AM

Re: Underwater fortresses
 
We can't mod forts.

They could have their fort changed to something less thematic with better admin. Pros and cons.


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