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March 31st, 2008, 12:24 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: The problem of fort types
The administration value of the various forts is something I pay a lot of attention to. Can't even count how many times I went to zero resources in a province with an irreplacable indy mage because it was castled by two 50 administration forts. (This includes finding a cool site after the forts are built.)
Some nations build 50 admin forts almost everywhere and others have more options, and the options are always lower admin forts which I consider beneficial.
I consider the admin value to be as troublesome, if not more, than the cost and time to build various forts.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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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
Thanks: 0
Thanked 30 Times in 11 Posts
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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
Thanks: 7
Thanked 29 Times in 3 Posts
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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
Thanks: 2
Thanked 1 Time in 1 Post
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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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Thanked 45 Times in 35 Posts
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Re: The problem of fort types
Are the fort types for each nation moddable in dom3?
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April 3rd, 2008, 01:37 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: The problem of fort types
You can choose which fort nation builds in spesific terrains, but you can't mod the forts themselves.
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April 3rd, 2008, 02:55 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: The problem of fort types
I would really prefer to see fort types to be more important and useful both in economy and battles.
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