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  #1  
Old April 3rd, 2008, 04:29 PM

quantum_mechani quantum_mechani is offline
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Default Re: The problem of fort types

Lets be realistic here, the chances of a major new feature like fort upgrading in a patch are pretty much negligible. Something like Sombre's suggestion, which only changes build time/cost, is at least a theoretical possibility. I still don't think Illwinter would go for it, for the reason that big forts are harder to build.

Probably the more likely way to get something like this accomplished would be to petition for fort modding.
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Old April 3rd, 2008, 04:38 PM

thejeff thejeff is offline
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Default Re: The problem of fort types

Agreed, the thematic reasoning that big forts are harder to build is probably what drives this. It's been a problem since Dom2 and the current version isn't as bad.

I do think that allowing a nation's special fort bonus to be the ability to build the same forts more cheaply and quickly in their preferred terrain rather than being able to build bigger forts at the higher price is also thematic.
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Old April 3rd, 2008, 05:27 PM

BesucherXia BesucherXia is offline
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Default Re: The problem of fort types

AFAIK, forts can improve local incomes with a small value like admin/2.
If we increase that scale into some more decent value, (I'll suggest *2 instead) buliding a big city will definitely pay off in long term, just as the forts are supposed to.
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Old April 3rd, 2008, 06:58 PM

Sombre Sombre is offline
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Default Re: The problem of fort types

If admin had a greater impact on gold income that would probably help make the 'good/big' forts more attractive, but it is somewhat sidestepping the issue. I'd be in favour of that in addition to the cost changes we're pondering.

Fort modding would be fine as well though. I'm happy to have a go at balancing them and even with the ability only to mod build time cost and admin, with the fort type modding already available for nations you could create an improved/revamped fort system for the game.
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Old April 19th, 2008, 06:16 AM

Sombre Sombre is offline
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Default Re: The problem of fort types

Sorry to bump this but I wonder if it has attracted KO's attention at all.
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  #6  
Old April 19th, 2008, 10:39 AM
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Kristoffer O Kristoffer O is offline
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Default Re: The problem of fort types

A bit, yes
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  #7  
Old April 19th, 2008, 11:15 AM

Edratman2 Edratman2 is offline
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Default Re: The problem of fort types

I think the price/administraion value of the forts is fairly correct. What I would like to see is to have nations Like C'tis to get a fort with a turn reduction, but the same cost, for building in swamps, and a penalty in both for building in forests. Corresponingly, Pangaea would get the time benefit for a forest fort and a penalty for building in swamps.

This would greatly increase the number of fort numbers to address all possible permutations, so I don't know if it would be acceptable to the developers.
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Old April 19th, 2008, 11:29 AM
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cleveland cleveland is offline
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Default Re: The problem of fort types

Quote:
Edratman2 said:
What I would like to see is to have nations Like C'tis to get a fort with a turn reduction, but the same cost, for building in swamps, and a penalty in both for building in forests. Corresponingly, Pangaea would get the time benefit for a forest fort and a penalty for building in swamps.
I really like this.
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