Afforess
The White Wizard
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
Balistraria (arrow slits)
Castle Turrets
Catacombs (secret tunnels)
Keep:
Heavy Gates:
Herbalist:
Dungeon:
Murder Holes:
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)

