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  #1  
Old June 10th, 2008, 08:23 AM
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Default Re: Let\'s Change Forts

To me, the fort system is basically broken. You're rewarded for building your forts in the most abysmal locations possible because they cost less and build faster, especially for nations that have sucky troops and sloth.

Personally I would like to see a tiered system where you could pick from a number of forts for a given province type, all with different construction times, defense values, and costs.

I'd also like to see the fort's defense value mean more than just the amount of time a defender has to take ripping down the walls. Seriously, if I'm going to sink 1.2k and 5 turns into a fortress, it should be shooting FLAMING BAT'LETHS OF DOOM.

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  #2  
Old June 10th, 2008, 08:26 AM

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Default Re: Let\'s Change Forts

At the least, forts should come with their own PD chaff when they're stormed.
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  #3  
Old June 10th, 2008, 08:46 AM
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Default Re: Let\'s Change Forts

Another option would be to raise the tax bonus from admin (admin value instead of admin value/2 %, so fortified cities would be really interesting to build on rich farmlands).

It wouldn't solve the problem of hard to build forts with low admin and hard defense.

To give them an utility, I would find logical if supply availables for besiegers were reduced a lot instead of increased by the presence of ennemy forts. When provinces are attacked, peasants should logically take refuge in the fortress, especially if it looks hard to take, instead of helping the invaders, giving them food and gold. Diminishing ennemy supplies and province income by base defense value of the fort /10 (so -70% on a province with mountain fortress) would be a good idea IMO (but may advantage too much undead or nosupply units nations).
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Old June 10th, 2008, 09:05 AM

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Default Re: Let\'s Change Forts

I think the cash is .. well a think you should accept.. you get some benefits for it after all.

I do think all forts should just be build in 3 turns, maybe the cheapest in 2.

Or... and this might be better.. make the weaker forts much weaker than they are now in admin and supply etc.
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  #5  
Old June 10th, 2008, 09:07 AM

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Default Re: Let\'s Change Forts

Peasants do not refuge in a fort because that would be worthless mouths to feed during a siege. Castles are reserved for fighting men and those with useful trades, like blacksmiths and coopers and such.
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Old June 10th, 2008, 09:36 AM
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Default Re: Let\'s Change Forts

Quote:
I do think all forts should just be build in 3 turns, maybe the cheapest in 2.
Quote:
Personally I would like to see a tiered system where you could pick from a number of forts for a given province type, all with different construction times, defense values, and costs.
The main reason forts are as they are was to avoid to see everyone building the cheapest/fastest to build forts everywhere, something which ruined many dom2 games.

If all forts are changed to have the same build time or cost I think it should be high ones, 5 or 6 turns, 1000+ gold. Or if a choice is made possible, fast to build forts should be more expensive than others.
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Old June 10th, 2008, 11:35 AM
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Default Re: Let\'s Change Forts

Currently building time and cost are directly related. The faster to build, the cheaper. It could be changed, of course, but is way, way less likely than fortress modding commands.
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Old June 10th, 2008, 11:46 AM
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Default Re: Let\'s Change Forts

I don't think the devs are likely to ever change this. But if they were I'd like to see forts return to the pretender design screens, but this time not as a simple choice but rather as follows:

Give default nation "thematic" fort types for different terrains. Then allow player to change those values, so that the factors of how fast it takes to build a castle, its admin and defense all count towards making it more expensive.
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Old June 10th, 2008, 03:54 PM
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Default Re: Let\'s Change Forts

Quote:
Renojustin said:
Peasants do not refuge in a fort because that would be worthless mouths to feed during a siege. Castles are reserved for fighting men and those with useful trades, like blacksmiths and coopers and such.
What about the Fortified City, Tel City, Great City, Swamp City, Jeweled City, Mountain City, Cave City, and perhaps the Citadels?

"Citadel" seems to me to refer to a monstrous fortification like Helm's Deep in LOTR, designed to temporarily house enormous numbers of people, with the direct intent of keeping them all from being slaughtered by the occupational forces (and deprive them of slave labor) during the seige.
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Old June 10th, 2008, 05:14 PM

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Default Re: Let\'s Change Forts

Sieges can last more than a year. At that point, defenders of the fort are usually down to eating bugs, shoe leather, and each other.

All Saruman had to do was lock them up in there for a few weeks and Rohan would have died. Then wait for Gandalf on the fifth day, and kill his ***.

A besieged city would be much, much worse. Riots, murder, disease, and cannibalism would run rampant... and then the really bad stuff would start.

So you go right ahead and hole up at Helm's Deep, buddy. I've got dibs on your leg!
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