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  #1  
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

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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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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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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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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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Old April 19th, 2008, 11:34 AM

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Default Re: The problem of fort types

The problem with that, Edratman2, is that Ctisian players still wouldn't build in swamps. A high admin expensive fort in a swamp still offers no synergy, even if it's faster to build. Hence you'd either have the players building elsewhere, or if that was punished heavily, you'd just be dumping all over Ctis.

Time cost is clearly the biggest issue, but the gold difference between an 800 fort and a 1200 isn't a trivial matter, particularly in the early game. The 1200, even if it took the same number of turns to build, is fairly unlikely to recoup the cost effectively.
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