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June 10th, 2008, 09:07 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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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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June 10th, 2008, 09:36 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: Let\'s Change Forts
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I do think all forts should just be build in 3 turns, maybe the cheapest in 2.
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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.
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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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June 10th, 2008, 11:35 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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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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June 10th, 2008, 11:46 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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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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June 10th, 2008, 11:49 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Let\'s Change Forts
Quote:
WraithLord said:
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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Personally I would think that people should have to "buy down" all the bad qualities of a fort like build time, and "buy up" all the good qualities in the pretender design screen like defense value, supply value, administration.
I think what might happen though would be that people would pick 0 for supply 0 for defense and as much administration as possible with as little cost and build time as possible. To me all this means is that supply and defense should be made more interesting and useful, currently they're neither.
Jazzepi
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June 10th, 2008, 12:41 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Re: Let\'s Change Forts
agreed. Maybe supplies could confer a bonus to income as well (smaller than admin of course).
And defense may add some national militia squads or something.
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June 10th, 2008, 12:48 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Let\'s Change Forts
The better forts could just have even more built in archers. And I mean lots.
Currently, those are nice, but past the earliest wars aren't sufficient to turn a battle.
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June 10th, 2008, 03:54 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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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.
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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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June 10th, 2008, 05:14 PM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
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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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June 10th, 2008, 05:18 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Re: Let\'s Change Forts
Peasants... are something to eat.
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