Castle Improvements - Revisited

Afforess

The White Wizard
Joined
Jul 31, 2007
Messages
12,239
Location
Austin, Texas
Anyone who has enjoyed the entire ride from individual modmod's, to AMM, to eventually AND and what we have now will remember when I first created castle improvements, to address how weak castles were, when historically, they were structures to be feared and in-awed of.

Anyway, that was back when I only had XML abilities, and limited resources. I want to re-design the improvements from just giving percent defense to tactical structures.

Moat
  • Creates a Zone of Control 1 Tile around the city

Balistraria (arrow slits)
  • Gives Archer units 50% strength when defending

Castle Turrets
  • Enemy Units outside of the city will lose 5% of current health each turn.

Catacombs (secret tunnels)
  • +10% gold
  • 10% chance that enemy units stationed outside of city will find the entrance (each turn), enabling them to attack weakest units first, instead of strongest

Keep:
  • Battles near the city will not affect city culture
  • Triples Revolt turns (after capturing the city)
  • +50% defense

Heavy Gates:
  • Enemy Units will unable to enter or attack the city until the defense level reaches 0%. (Even when no defending units are present)

Herbalist:
  • Heals 1 unit completely each turn (random unit selection)

Dungeon:
  • +1 Espionage per unit that dies attacking the city, max 10 espionage/turn. One espionage point fades every 20 turns.

Murder Holes:
  • Any enemy units that enter the city during it's revolt period (right after capture) loses 1/2 it's health. (Only entering)
 
So you are removing the XP on siege units from Castle Turrets? That is not the only change that will effect my game play but it will change when I do my major military take over ;)
 
sounds really cool. it's only a pity that it's really hard to have the situation to actually use one of these buildings.
 
Thank you, thank you, thank you!

You finally are revisiting the modmod that I loved but always had a funny feeling about. I play with marathon speed, and that cause me to spend a bit too much (for that game speed anyway) building all Castle attachments when they only gave extra defense (excepting few ones that give other boni). This will be a fresh start when next time I play with your new reinvented Castles!
 
Wow. Those castles sound impressive!
 
I like most of the changes, especially the Catacombs,
however, Balistraria should give only 25% defense to archers, as well as to gunpowder units like arquebusiers, musketmen etc. And heavy gates is much too overpowered, if you play with a 20 units/tile limit you wont get enough AI siege in front of your cities to bomb your 300% defense down anytime soon, reinforcements would always come in time. Plus, I think that if a city is without units, the enemy can simply build ladders and climb into it, regardless of a heavy gate.
But a heavy gate could negate the bombard city promotions to be active, so if a catapult has 30 % bombard, if it bombards a heavy gated city, it's only normal 8 %. If faced with a huge enemy, you can "buy" one or two turns in a front city by that building and thats how much the gate should cost.
 
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