Thread: Forge
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Old December 25th, 2006, 10:44 PM
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Default Re: Forge

I have no problem with forge + fort being required, I probably was confusing in the way I wrote it though, but that's what I meant. Uh-nu-buh, I like your idea, providing it can be nation-specific. It's not a perfect solution, but it would help. Endoperez-Fort as in 4 walls and a roof. There's no reason that a forge couldn't be in addition to a fortress rather than assumed a part of it, or a part of a magical lab. Forges had a lot more intrinsic meaning to them-socially, spiritually, and economically-than we tend to give them credit for, especially the further back in time you go. A forge would be the beginning and perhaps the heart of a major marketplace, but it wouldn't encompass a bazaar. It also may attract a population, but it wouldn't be the only feature of a community. Resources would be gathered from farms, mines, quarries, and lumberyards. Forges would only maybe turn ore into iron or work basalt into armor, not collect it. Same thing with wood, leather (tannery, pasture), etc. People may move to a location with a forge, but they certainly wouldn't live in a forge, maybe just the smith on cold winter nights. They'd be a lot more likely to live in a temple. A lot of what you mentioned above could go hand-in-hand with a temple, which were natural centers of communities, as were forges.

I'm also thinking that a Forge would be required to build any kind of field-artillery or field-fortification pieces (which the game could use, and sadly lacks for every nation, even Ermor), and Province Defence may be of a better quality in provinces with a Forge.
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