.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old March 31st, 2008, 07:03 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default The problem of fort types

This is a subject I've been talking about in the IRC channel for a little while.

Generally speaking the admin, defence value and tower weapons of a fort are far less important than the build time and the cost. This leads to the supposedly 'bad' fort types like say swamp fort actually being preferable to build and fort types like fortified cities which cost a lot, and most importantly take 5 turns to build, being neglected. Actually the way things are now, nations which have fort types specialised to certain territory as a reward are actually being punished. Take Ctis. They get to build swamp cities in swamps - this is supposed to be an advantage over the other nations who can only build 'crappy' swamp forts. But the fact is the swamp fort is the far better choice - the added admin on the swamp city is particularly useless given that swamps automatically have low population.

In order for the swamp city to actually be a reward to Ctis and encourage building in swamps, it would have to have the same kind of cost and build time as the swamp fort, while still providing the bonus in terms of admin and defence. Although it doesn't seem that logical, I think the forts should all have equal cost and buildtime. That way you can reward nations by giving them flat out better forts like the cities and so on with higher admin, instead of the current situation where in order to make a nation great at fort building you'd basically just give it low build time low cost 'crappy' ones.

What do you guys think?
Reply With Quote
  #2  
Old March 31st, 2008, 07:18 AM

Renojustin Renojustin is offline
First Lieutenant
 
Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
Renojustin is on a distinguished road
Default Re: The problem of fort types

Really great point. Instead of making everything the same, though, we could just hope for 'reward' forts being better at the types of things that ARE important, as you say... namely, cost and build time. You'd think that lizardmen would know how to build quickly and cheaply in swamps.

And why build a city for 1500 inhabitants? It's not intuitive.
__________________
Sauromatia: Lawful Evil
Reply With Quote
  #3  
Old March 31st, 2008, 07:26 AM
ano's Avatar

ano ano is offline
Lieutenant Colonel
 
Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
ano is on a distinguished road
Default Re: The problem of fort types

IMO, one of the serious advantages of a nation is the ability to build fast cheap forts. And that is what makes, for instance, EA Mictlan who has cheap forts in mountains and forests far better than LA Mictlan who has fortcities everywhere. When you're short of money, this really makes a difference and when you have cheap little mages, ideal for research and other tasks, build time is your money, research and potential.
So I definitely agree with Sombre.
Reply With Quote
  #4  
Old March 31st, 2008, 07:29 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: The problem of fort types

You make a good point there. If swamp city and fortified city were the same in cost and build time, Ctis would then build in the farmland/plains provinces rather than the swamps, so they'd still be neglecting them. Perhaps in special cases like that they need a flat out awesome bonus like a fort with strong admin and defence, but also very low build time and discounted cost.

You could give Abysia really great forts for wastelands too, for instance, actively encouraging taking and holding these normally crappy provinces to get forts up on.
Reply With Quote
  #5  
Old March 31st, 2008, 07:30 AM

Digress Digress is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
Digress is on a distinguished road
Default Re: The problem of fort types

Could not agree more.

On a completely different note I think scouts and the like should be able to report that your opponent is building a fortification - given the accuracy with they are able to report on the composition of the garrison (PD) - it seems absurd that they are unable to notice construction activity (especially of high admin forts).
Reply With Quote
  #6  
Old March 31st, 2008, 09:31 AM
vfb's Avatar

vfb vfb is offline
General
 
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
vfb is on a distinguished road
Default Re: The problem of fort types

Sombre, I agree, I'm always trying to find the 'worst' terrain type to build a fort in. In a recent game, I was happy to see real mountains within two provinces of my capitol! Except, I was Skaven. Arggh! I forgot they build a 5-turn 1200 gold Cave Fort in the mountains, and I only had 800 gold saved. Had to head to a forest instead.

I don't know what the best answer is, but I'd really like to be able to building more thematically appropriately sited forts for my nations without wasting time and money.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
Reply With Quote
  #7  
Old March 31st, 2008, 10:31 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: The problem of fort types

Hmm, I've never even given the terrain type consideration when placing forts. It's always strategic location and resource requirements that decide where I put them.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #8  
Old March 31st, 2008, 11:47 AM
cleveland's Avatar

cleveland cleveland is offline
Captain
 
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
cleveland is on a distinguished road
Default Re: The problem of fort types

Too bad you can't tie fort price to province population.

A 15,000 person fortified city is bigger than a 1,500 person fortified city, no?
Reply With Quote
  #9  
Old March 31st, 2008, 12:11 PM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: The problem of fort types

Nothing beats fortified cities in <500 pop provinces though Even Fortified Village would be too much for that...
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #10  
Old March 31st, 2008, 12:20 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: The problem of fort types

If it were tied to population it still wouldn't be worth paying the extra time and money for the high admin city. Forts are to make more commanders (mages) per turn and to get some more resources worth of troops a turn nearer the front lines, with defence and income/supply increase coming as largely incidental concerns.

I'm currently thinking all forts should cost roughly the same, time and money both. It's less confusing for the player and it's easier to identify when you're actually getting a good deal, plus it rewards the nations with 'better' fort types. When it comes to nations like ctis and their swamp buildable, you could just make that particular type, swamp city for example, slightly cheaper/faster. You'd do the same for other special fort types. So say all forts would be 1k at 4 turns, with specials being 750 at 3 turns.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:36 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.