Re: The problem of fort types
I do not think it likely that the developers will give us new commands. Choosing
the fort to build looks like too much of a change, and thus unlikely to happen.
On the other hand, it is probably simple to add a few fort types to the ones that
already exist. The only problem may be that there is a hard limit to their
number. Assuming that no such limit exist, here is a solution that would be
quite simple to implement and that may take care of a few problems.
Add a few fort types, that have the same stats as the respective existing fort,
but lower build time and cost. For example, a Mountain Citadel, a Swamp City,
a Fortified City, etc...
Assign a 'favored terrain' to each nation. Some are obvious. Pythium and
Machaka would prefer grasslands, Niefelheim and Caelum mountains, Tir Na Nog
and Man forests, C'tis swamps, Abysia wastes. For nations without an obvious
preferance, get creative, or just stick to existing fort types. Serves them
right for being boring.
Assign these new forts to each nation's favored terrain type. Now they will
have a reason to seek out and build their forts there, and the other nations
will be unaffected.
The 'fluff' is easy: these nations are so familiar with this type of terrain
that they can finish construction quickly and cheaply. The balance changes will
be significant, but so what? It's not as if the game is perfectly balanced, and
luck overcomes balance almost as easily as it trumps skill.
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