Going back a little:
One: Fantasy World/Game! The idea of realistic values should only be taken so far.
Fantasy shmantasy, we are still talking about forts and gunpowder that we all know. In FfH they are the same thing as 'here'. Gunpowder is not a black powder that you can find under rocks and you need alchemy to forge a special kind of glass. Combined those two and you get a very unstable butterfly witch explode when they hear a whistle. Nope, the rewelance to 'the real world' in this case must stay, otherwise we could not continue any discussion without specifying some dictionary entries.
The Forts do get better with Gunpowder... if you can build a cannon and put it in a fort
So the forts are better with gunpowder of the canons? I was referring to fort dealing damage on its own. I mearly suggested that they should slow ships down after you have access to gunpowder [Gutus has stated that it is possible for forts to do that without the use of it so I am very curious how it was done] Forts, not the garrison in it!
My perfect fort scenario would look like this:
- forts should give more defence, 50% on clear ground [so it is better to hide in them than to stay in woods], stack with the hill def bonus [forts build on strategical hills, that was their main role in history]
- give healing bonus to your units if it is not in the opponents cultural borders [healing like in cities] {another advantage over the forest}
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those are a must changes, without them forts are useless and illogical
If I were to add anything it would be like that:
- decrease the movement of enemy troops by 1 for every 10 points of strength stationed in the fort [or make it proportional to the stack strength that is passing by, i.e. -1 movement for every 25% from garrison cumulated strength/advancing stack strength {only the attack strength is take under consideration}]
- if there are any siege units in the garrison then make them do some damage to every unit passing by, not to much thoe [and the damage is dealt by the units, not the fort it self]
The last thing is optional IMO. A garrison should be a threat in its self following the rule that even a weak army is a threat by its own existence [for Poles: zasada Krótkiego] You can do two things: The garrison has big defence bonuses so we can just ignore it and go into the enemy territory but then we will have some troops on our backs that can cut of our supply/reinforcements, also if we fail we will have our escape route cut off by those troops. Second way is to take the fort. In this time the enemy will have time to consolidate and maybe come with a rescue force, also we will surely lose some troops or damage them and will have to waste time to heal them to be field fit.
Sun Tzu said that you should not siege cites nor forts and this should be implemented also by the forts mechanics. This is a strategy game if I recall
But I do not even play this mod for now so why am I writing this? ^^
PS: A city/settlement build on a fort should have walls build.