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March 31st, 2008, 01:47 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: The problem of fort types
It is not problem, it is a matter of rules, strategy and micromanagement.
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March 31st, 2008, 03:23 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: The problem of fort types
Perhaps it isn't a problem for you, but I think it could be improved. If elite national troops were priced so high that no-one ever used them and they were more of a burden than a bonus, some people would see that as a problem and some wouldn't. Fixing the problem for those who perceive it as one wouldn't ruin things for everyone else though. It's the same deal here.
Why should Ctis be worse than other nations when it comes to building in swamps? Why should Jotunheim (iron woods) or Pangaea be penalised for building in the forest? Wouldn't the game be more interesting and make more sense if the 'better' forts 'gifted' to various nations actually were better? The way it works currently is completely counter-intuitive. Sure once you get how it works you just build the 'crappy' forts, but when people start out they naturally identify the 'better' ones as actually being better. Madness I know.
I'm pretty sure the devs support the idea of rewarding thematic play where possible.
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March 31st, 2008, 08:52 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: The problem of fort types
Actually I disagreed with Edratman, not you. Admin problem is not a problem, actually, but a matter of micromanagement and attention.
As for your words, Sombre, I totally agree.
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March 31st, 2008, 11:17 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
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Re: The problem of fort types
Back in Dominions II one could build only one fort, and got to choose it. There
were two kinds of players. Those who would always choose the cheapest, crappiest,
and fastest to build - the watchtower, and those who would complain that the first
kind was kicking their asses.
I think that the bonus forts should have their own entries, and that they should
be cheaper and faster to build than the equivalent standard fort. I.e. Jotun
would still build a great mountain fortress, but they would do it for one less
turn and 200 less gold. Or something.
__________________
No good deed goes unpunished...
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April 2nd, 2008, 05:44 PM
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First Lieutenant
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Join Date: Sep 2004
Location: N. California
Posts: 624
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Re: The problem of fort types
I agree with Sombre. The big forts are not always a problem, but they mostly are, especially in the early game. I hate having to build a fort in a crappy spot 'cause it's the only cheap option and I'm desperate for that crucial second fort.
Ideally I'd like a big fort/cheap fort option for each terrain type, but i'd settle for Sombre's solution of "bonus" fort being cheaper.
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April 2nd, 2008, 08:39 PM
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Second Lieutenant
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Join Date: Nov 2007
Location: Australia
Posts: 410
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Re: The problem of fort types
I agree 'special' forts should either be cheaper/quicker to build, or confer 'special' bonuses (eg boosted pop growth/resources) - or both.
The factors that set factions apart strategically makes them (and DOM3!) more interesting to play IMO.
+1 for Scouts being able to detect fort construction activities.
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April 2nd, 2008, 09:09 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: The problem of fort types
Are the fort types for each nation moddable in dom3?
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