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  #1  
Old February 11th, 2005, 03:25 PM
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Default Re: Ideas to stop mass castle building for DOM_3

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baruk said:
On making castle types more worthwhile, what if the building process was altered, so that after every turn of the build, the province gets a fort with a fraction of its final capabilities.
For example: after the first turn of building a fortified city, the province would get a "stage one fortified city", which would have one fifth the stats of the finished product: 10 admin, 100 supply and 20 defence. I would suggest that the 100% increase in resources only be available to the finished version of the fort.
This would change things quite a lot, and I imagine that the forts would need to be repriced.
If an attacker was to capture an unfinished fort, he would be able to continue construction at no extra price.
In terms of RL analogies, I can't see an unfinished fort having any defensive or admin value. Visit a construction site where a building is half-finished and think about how useful it would be as is. If a Roman army was interrupted in making a fortified camp, did it ever use the unfinished fort to good effect? Any ancient history buffs here? (By the way, the Roman armies built a fort every night as standard operating procedure.)

To make the larger forts more attractive, allow units to stack efforts in fort construction. A fortified city would take one commander five turns to construct, or five commanders could do it in one turn.
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Old February 11th, 2005, 03:51 PM
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Default Re: Ideas to stop mass castle building for DOM_3

'Stacking' castle building was possible in Dom:PPP. It was common to have some extra scouts build the castle. I don't know if it would be beneficial or not, but maybe building the castles could actually require some units as well as commander and (virtual) local workers?
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Old February 11th, 2005, 04:47 PM
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Default Re: Ideas to stop mass castle building for DOM_3

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Endoperez said:..., but maybe building the castles could actually require some units as well as commander and (virtual) local workers?
Which would actually be an effective "No Castle"-Flag for swamp provinces etc., if numbers of needed local workers are set high enough ..
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Old February 12th, 2005, 05:58 AM
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Default Re: Ideas to stop mass castle building for DOM_3

And would mean the death themes can't build any castles...
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Old February 12th, 2005, 06:57 AM
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Default Re: Ideas to stop mass castle building for DOM_3

Its not the lone commander that build those Fortified Cities... I except that he hires some workers with that money. Or then forces the local farmers/soulless to build it for him, in which case he needs some guys with whips or some necromancers with need for money. I didn't mean that some population would actually be required.
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