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February 11th, 2005, 03:25 PM
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Sergeant
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Join Date: Dec 2004
Location: North Carolina, USA
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Re: Ideas to stop mass castle building for DOM_3
Quote:
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.
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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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February 11th, 2005, 03:51 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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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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February 11th, 2005, 04:47 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Ideas to stop mass castle building for DOM_3
Quote:
Endoperez said:..., but maybe building the castles could actually require some units as well as commander and (virtual) local workers?
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Which would actually be an effective "No Castle"-Flag for swamp provinces etc., if numbers of needed local workers are set high enough ..
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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February 12th, 2005, 05:58 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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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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I'm in the IDF. (So any new reply by me is a very rare event.)
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February 12th, 2005, 06:57 AM
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National Security Advisor
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Join Date: Sep 2003
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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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