Re: Modding Forts
What nation(s) are you playing, Mr_Matt?
Flying helps, strength helps. Siege bonus is the best.
If you're trying to mod forts out of the equation, the simplest solution is to lower the forge cost of Gate Cleavers, or if you want an option for every nation, make a nature one siege item. Anybody can find an indie n1 shaman.
If you want to decrease the number of forts built, here's a slightly complicated idea. I'm not certain its a good idea...
Halve the gold cost of every unit. When setting up a new game, set the gold economy to be half strength. This effectively doubles the cost of every fort.
The Wall Shaker (Air, misc) can also help.
Siege Golems are a more effective use gems than gate cleavers if you don't have a forge bonus. Speaking strictly from a siege/cost point of view.
If you're talking umodded late game play, there's little you can do, but I'd suggest three forces. One strong force to take the province. A huge team of militia to siege the fortress. And a team of strong units summoned in bulk. To provide some more severe damage and provide a backbone to your militia in case a breakout attempt occurs, while your combat force moves forward. If, however, the enemy has serious force in the fort, then you'll have to keep your first combat force on hand.
Possible spells for the third force.
Legion of Wights (16 str, all 20 together are worth 51 milita in tearing down fortifications)
Contact Draconians (18 str, all 16 are worth 67 militia)
Ether Gate is way too expensive, but it is late game, so if you're already winning.
Troll King Court (22 str, all 18 are worth 87 militia)
Sea King Court
Hidden in Snow is quite unreliable, but you can expect to get at least 10 warriors, quite possibly 20. 16 strength. Worth anywhere from 25 militia (at 55 gems!) to 64. May grant you a mage or two. Not highly recommended.
An army of Draconians with Wall Shakers and Gate Cleavers will tear down walls fairly quick.
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