Predator145
Prince
- Joined
- May 22, 2020
- Messages
- 546
More copy and paste jobs from Kyriakos' city graphics to be converted to terrain and city improvements. They were made for my personal consumption and filling in the gaps that no one has covered.
Forts were common fixed fortifications. They were larger than fortified towers but smaller than fortresses. They were a more affordable means to secure an area. Ancients forts themselves weren't meant to be impregnable defenses, but a strong point from which the garrison could operate from.
I have them require barracks (which gives 5% def bonus) and offer 15% def bonus. They're also needed to construct the heavier citadels/fortresses. The barracks and 3 layers of fixed fortification improvements give a 50% bonus. With these up, the AI is very hard to dislodge without bombardment as the total bonuses without terrain would be 100% max. Gone are the days of just rushing in with fast movers and expecting light casualties. Artillery is highly recommended. Prolonged sieges (with ancient healing on enemy territory in ancient age) will also benefit AI artillery as they're able to slowly strip away the defense improvements with PTW style targeting enabled. With C3C bombardment, the AI is simply not coordinated enough to take advantage of redlined defenders. The many defensive improvements also reduce the luck factor and frustration in bombardments. When a single improvement like the Civil Defense provides 50%, it's a matter of luck if you hit it among the other 8 improvements. With multiple of them making the defensive bonus a bigger target, you're very likely to strip away some defense percentages every turn. You can decide bombard for another turn or if it's sufficient to assault without taking too heavy casualties. Sieges can be prolonged affairs where you set up your artillery before your attackers arrive to bombard for several turns. Your mobile attackers can in the meanwhile pick off softer targets.
These forts cost 40 shields and no maintenance. They go obsolete at metallurgy like the rest of the ancient and medieval def improvements. To not cripple the AI who's been perfumed to build them, I've given them the tourist attraction flag. By sinking in up to 240 shields for both the ancient+medieval and early modern def improvements that will go obsolete the AI would have wasted much resources in their core. But the tourism flag has them double as commerce improvements after a while. The industrial+modern generation is proportionally cheaper as defensive units are a lot stronger. You may need to play around with perfume values to avoid the AI building nothing but defensive structures. In my testing experience the AI gets away with no markets because of the tourist flag but happiness and science improvements are a must.
The historical reference for the forts are based on the roman quadiburgiums for they're compact and fit on the limited space. All cultures however have utilized this very effective design.
For the Americans civs little historical evidence of fixed fortifications have been found so it's a lot of what ifs. But it's not hard to imagine the Incas, Mexicas and Mayans having stone walls on top of wooden palisades. They certainly had the masonry chops and sendatary populations needing protection.
The western european fort has already been done by Kyriakos. It represents ancient and early medieval hillforts well. But even this simple wooden forts can be found way into the early modern and industrial age when facing medieval tech enemies in colonial wars.
The mediterranean one is based on the roman quadiburgium. These are the forts the roman legions and auxs operated from. Towards the end of the ancient era, the empire was forced to rely on heavier fixed fortifications as their field armies alone weren't enough.
Alternate medi version is created by Pazirik Studio: https://www.artstation.com/artwork/9APkQ
The middle eastern one is based on the roman fort Qasr Bashir. The islamic world heavily built upon greco-roman and persian (who were heavily influenced by the previous hellenic conquest and their later roman rivals) legacy. Graphics are from the model of CG Trader:
The eastern asian one is based on yuan dynasty forts. Kyriakos sure did his research. A similar example can still be seen in the well preserved Qing era Tuancheng fort today. The Qing had little need for early moderrn fortification styles since they didn't face heavy siege gunpowder during the 1700s. So they simply continued medieval designs. Northern China was also dotted with Buzi (minor) forts to guard against nomadic raids.
Forts were common fixed fortifications. They were larger than fortified towers but smaller than fortresses. They were a more affordable means to secure an area. Ancients forts themselves weren't meant to be impregnable defenses, but a strong point from which the garrison could operate from.
I have them require barracks (which gives 5% def bonus) and offer 15% def bonus. They're also needed to construct the heavier citadels/fortresses. The barracks and 3 layers of fixed fortification improvements give a 50% bonus. With these up, the AI is very hard to dislodge without bombardment as the total bonuses without terrain would be 100% max. Gone are the days of just rushing in with fast movers and expecting light casualties. Artillery is highly recommended. Prolonged sieges (with ancient healing on enemy territory in ancient age) will also benefit AI artillery as they're able to slowly strip away the defense improvements with PTW style targeting enabled. With C3C bombardment, the AI is simply not coordinated enough to take advantage of redlined defenders. The many defensive improvements also reduce the luck factor and frustration in bombardments. When a single improvement like the Civil Defense provides 50%, it's a matter of luck if you hit it among the other 8 improvements. With multiple of them making the defensive bonus a bigger target, you're very likely to strip away some defense percentages every turn. You can decide bombard for another turn or if it's sufficient to assault without taking too heavy casualties. Sieges can be prolonged affairs where you set up your artillery before your attackers arrive to bombard for several turns. Your mobile attackers can in the meanwhile pick off softer targets.
These forts cost 40 shields and no maintenance. They go obsolete at metallurgy like the rest of the ancient and medieval def improvements. To not cripple the AI who's been perfumed to build them, I've given them the tourist attraction flag. By sinking in up to 240 shields for both the ancient+medieval and early modern def improvements that will go obsolete the AI would have wasted much resources in their core. But the tourism flag has them double as commerce improvements after a while. The industrial+modern generation is proportionally cheaper as defensive units are a lot stronger. You may need to play around with perfume values to avoid the AI building nothing but defensive structures. In my testing experience the AI gets away with no markets because of the tourist flag but happiness and science improvements are a must.
The historical reference for the forts are based on the roman quadiburgiums for they're compact and fit on the limited space. All cultures however have utilized this very effective design.
For the Americans civs little historical evidence of fixed fortifications have been found so it's a lot of what ifs. But it's not hard to imagine the Incas, Mexicas and Mayans having stone walls on top of wooden palisades. They certainly had the masonry chops and sendatary populations needing protection.
The western european fort has already been done by Kyriakos. It represents ancient and early medieval hillforts well. But even this simple wooden forts can be found way into the early modern and industrial age when facing medieval tech enemies in colonial wars.
The mediterranean one is based on the roman quadiburgium. These are the forts the roman legions and auxs operated from. Towards the end of the ancient era, the empire was forced to rely on heavier fixed fortifications as their field armies alone weren't enough.
Alternate medi version is created by Pazirik Studio: https://www.artstation.com/artwork/9APkQ
The middle eastern one is based on the roman fort Qasr Bashir. The islamic world heavily built upon greco-roman and persian (who were heavily influenced by the previous hellenic conquest and their later roman rivals) legacy. Graphics are from the model of CG Trader:
Roman Legionary Fort C | 3D model
Model available for download in 3D Studio format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets
www.cgtrader.com
The eastern asian one is based on yuan dynasty forts. Kyriakos sure did his research. A similar example can still be seen in the well preserved Qing era Tuancheng fort today. The Qing had little need for early moderrn fortification styles since they didn't face heavy siege gunpowder during the 1700s. So they simply continued medieval designs. Northern China was also dotted with Buzi (minor) forts to guard against nomadic raids.