Moved from the Improvements thread:
The more I think of forts as improvemetns in Civ, the more it strikes me as a square peg in a round hole. I'm not one of you Civ modders, but I gather there is always some programming shortcoming to the improvement.
Also when I think of 'forts' in the scale of the game, I really see that function represented by the Fortify action. That represents the concept of field fortifications, doesn' t it? These things aren't permanent. If no unit occupies them, time erases them from the map.
So how about junking the idea that Worker units can build field fortifications. What say we turn that role over to a new unit designed for the task?
Field Fort
STR 2
Move 1
Build Fort skill
This unit would represent a wagon train full supplies, tools, and workers tasked with building a field fort. They have a small military escort to chase off animals. After construction, those soldiers become the skeleton garrison for the castle.
I'm unsure of which mechanics would or would not be possible, so all I can do is rough out the idea. Perhaps The Team will be able to see potential in the idea.
The
Build Fort skill would work line the Mage spell
Water Walking. That is, the unit would begin with the ability to 'cast'
Build Fort. Until the unit 'casts' this 'spell' (i.e. breaks out the hammers and saws and builds a fort) it's just a wagon train full of supplies. When it 'casts' the 'spell it gains' the
Fort promotion.
+400% terrain defense bonus (like Defender promotion, but stronger).
Zero movement! (No attacks, no moving it once built.) Fort promotions mean non-living units, so haste spells and the like won't work.
+50% up to +200% (TBD) defensive bonus for friendly units in the same tile. (This function is ripped off from the new Guardsman concept Kael mentioned in the Royal Guards discussion in the balance thread.)
Other functions if any TBD.
A Fort unit by itself would defend at a base STR 10 with just it's garrison. If the garrison won a bunch of battles and promoted up to Combat 5, it would fight as STR 12. We don't want the Fort unit itself to be a massive defensive force. We want the Fort + mobile units to be formidable. That's why a very low STR is married to a very high defensive bonus.
When stacked with ohter units, the extra defensive boost would ensure all but the weakest units were killed before the fort itself. This is another reason to give the Fort unit itself a low STR, so units stacked with the fort tend to take damage first in an assault.
I am not sure how such a unit would interact with siege units. I believe Kael said the Guardsman +10% bonus could be reduced by siege weapon bombardment. Would it be possible to use the bombardment function on a unit? (Beats me.)
An alternative to classic bombardment might be to give Siege units a Marksman-like skill. In this case, they would "assassinate" Fort units. If the Fort is killed by the Siege units, this is akin to the walls being blasted down.
The last advantage I see at first glance is such units could be the beneficiaries of new magic spells. An emplaced Fort can grow more powerful over time, as Mages and/or other units arrive in the tile to grant the Fort new promotions.
For example, the Earth spell that builds a wall in a city rarely comes into play. It could be replaced (or enhhanced) with an Earth spell that granted a Fort unit another promotion that, say, adds another 100% to those defense bonuses. Other spell spheres could certainly provide similar Fort upgrade benefits, with a little imagination.
Imagination is
your job.
My job is to rip-off other people's ideas, in this case Kael's new Guardsman promotion.
