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  #1  
Old April 19th, 2008, 05:39 PM
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Saulot Saulot is offline
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Default Re: The problem of fort types

I think we should stick to things that could actually happen.

So...
1. Altering the admin effect to be +admin% gold income, instead of admin/2.
2. Improving the tower weapons on the stronger forts significantly... as at this point they're essentially a moot point in consideration of construction and attacking. Specifically the higher cost / higher defense forts to have a lot more.

Maybe 3. Battlefield enchantments on sieging battles. Nothing crazy, just spells like Mist or Quagmire are a good power level, but there's probably not enough variety in battlefield enchantments to properly attach to the right castles/nations, so this isn't really feasible.
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Old April 19th, 2008, 08:50 PM

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Default Re: The problem of fort types

Eh,... those would help, but I don't see how they're more likely to happen than changes to the gold/time costs. If the restricted 'bonus' forts were cheaper and quicker to build, people would build them.
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Old April 20th, 2008, 04:14 PM

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Default Re: The problem of fort types

Personally, I think the two proposed solutions that're actually viable are the following.

1) Alter the fort data so that forts differ less steeply in cost/admin/etc.
2) Give players some control over their fort type when building, either from a short terrain-specific list (e.g., Man in Forests gets a "big" and "small" option), or even in a terrain-nonspecific fashion.
3) Create new fort types that allow nations to build forts that're both big and cheap, in certain thematic terrains. This could also work in combination with either of the first two ideas.

None of these are moddable, but I think they would make the fort system become something aligned with the way forts are used in practice.
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Old April 21st, 2008, 06:41 AM

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Default Re: The problem of fort types

I thought that having cheap fortresses or expensive is part of the nation's setup like what they have in PD. So it's sort of a pro or con for the nation, mostly based on thematic reasons.

Are there any numbers on how many towers a fort has? Or how many arrows/sling stones/whatever else are in the air? High defense forts should have more. And they should have a longer narrow passage, I think.
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Old April 21st, 2008, 07:41 AM
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Default Re: The problem of fort types

Fort defense weapons are not determined by fort type but by which nation occupies the fort. At least it used to be that way in Dom2. Abysia has ballistas. Most nations have short bows. Some have longbows etc etc.

The number of towers times number of shots per tower is total shots per round, so some nations are more painful to siege when the time to storm the castle comes.
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Old April 21st, 2008, 07:48 AM

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

Hmm... do you have that info in database? I didn't take manual with me to China and I wonder what MA TC and MA Abysia have...
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Old April 21st, 2008, 07:50 AM
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Default Re: The problem of fort types

Manual lists the type of tower weapons used. Most nations have something like 6-8 shortbows to composite bows, but e.g. Jotunheim varies wildly in different eras. Early and Late have 3xBoulder, while MA has 16 shortbows... Those Vaetti must be the ultimate castle defenders!
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Old April 21st, 2008, 01:05 PM

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Default Re: The problem of fort types

It's not all bad with swamp cities is it, though? A swamp fort is completely useless except to build mages. A swamp is a sort of "dead zone" except for the above purpose. At least with a fort that has admin you also get the resources to make it useful for building troops, and the ability for the walls to last longer than it takes a pig-eating anthropomorphic wolf to huff and puff. Not only that, but the strategic synergy of fort placing to maximise resource usage might make a swamp the best location, but that a swamp fort would negate any such advantage.

I'd certainly like the option that races have a special terrain (eg. Pythium would be farmland, Caelum mountains, Ctis swamp), and that terrain allows them to build either a cheap, basic fortress-type-thing or an expensive city/citadel type thing.
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