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Old May 26th, 2004, 09:58 AM

Cohen Cohen is offline
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Default How to solve castling effect?

The fact is that Norfleet is right about castles.
They're the lone way to defend a province.

If there's no castle many spells can burn your temple.
Armies can do that too, since PD isn't worthing it's cost above 10 or 15 ... and 10 or 15 means a very weak army composed of the worst of your troops.

So on, or PD become more powerful/easier to raise, or Castles become more blitzable (I suggest: if you "ovverrun" the PD/Patrolling Army in at maximum 5 or 8 battle rounds, AND your army can break the gate of the castle in that turn, the storm castle in the same turn.
This should prevent temple burning from ghost riders, call of wild/wind. But allows army to penetrate quicker in enemy territory, preventing the chance to trapeze/teleport some SCs in the besieged castle... now the problems of this sistem are Dead Nations, since they've troops spawning everywhere and it's very difficult to find an ermorian province with so little troops that you can storm castle in the turn you enter the province. I'd solve that raising the cost of Ermor castles, both in gold, turns and design points, since undead rarely rely on castles but instead on massed hordes, and they get a lot of design points from scales ... same to do as a Carrion Wood or other dead nation theme if they'll come in next patches).
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