Fort Commanders

Sheaim- Fort commander that has a couple of "Evil" spells, but more importantly, when they build a fort the Armageddon counter goes up by one for each fort, because inside the basement of the fort, they're probably doing some heart stealing, baby eating experiment.
 
First the idea of summoning a "hawk" with sentry 1 and 2 sounds like a great way to implement the idea. Would the relations boost ability work too? I essentially tried to make it so the boost would be limited to +1 per fort and then the commander could not also be used to spy.

I like the tweaks to my idea for the Luchuirp. I'm not sure a one summon limit per fort commander would be completely fair. The way I invisioned the sculptor is as a very limited combat unit. Like a strength 1 defense 2, incapable of taking ranged damage promotions. The commander would need his golems to help protect the workshop and possibly create a few extra golems. The more powerful the commander the more defense is necessary as they become more of a target. Plus there should be a way to make sure the national unit limit can't be surpassed using python. I know there is such a limiting factor for liches (even though it isn't a summon). If that method of maintaining the summons for as long as the master lives works and no national limits can be broken I think it would be fair. Plus the building of each unit takes a significant number of turns (Proportional to the normal production value)

As a side note. I was thinking that as the sculptor advances in power the lower level golems could gain a few free promotions like combat 1 and such. In fact the sculptor could gain additional promotions that could allow free promotions to the summons as well.
 
Lanun - I think this one is too exploity. It basically allows a dedicated player to turn his section of the continent into an island, where the AI can't touch him. Not sure I like that, personally.

Not sure if This should be a Lanun specific idea or open to all civs but...

Can you make the top level of the fort allow ships to enter the square? Return to BtS type.

Maybe allow all civs but limit them to 1 deep, where as the Lanun can do 2 or 3 deep, i.e. longer canals.
 
The commander would need his golems to help protect the workshop and possibly create a few extra golems. The more powerful the commander the more defense is necessary as they become more of a target. Plus there should be a way to make sure the national unit limit can't be surpassed using python. I know there is such a limiting factor for liches (even though it isn't a summon). If that method of maintaining the summons for as long as the master lives works and no national limits can be broken I think it would be fair. Plus the building of each unit takes a significant number of turns (Proportional to the normal production value)

A city takes 20 tiles and an expensive settler to build, then you have to grow the population and build buildings and make improvements to be able to make golems. A fort takes one tile and a few worker turns.

Just imagine building one fort. That fort makes a mud golem that starts building new forts. Each new fort makes a new mud golem that starts building forts. It won't be long until the entire continent is covered with forts, each of which can build a wood golem in 9 turns. Even if you only set aside the area for one city, that's two free wood golems each turn, at a minimum. Every tile that happens to lie outside the working area of a city, that's a free golem. Why bother springing deserts when you can just cover them with forts?

Most forts wont need protection because they lie far inside your borders. Those few that are under threat of attack receive support from those that don't.
 
All right... Moved the Luchuirp discussion to the bottom so I can answer it all at once. :lol:

Idea for the Bannor in the "aggressive, organised total war" spirit: forts are weaker, but can be built faster and, most importantly, in enemy lands (not rival lands). The weak forts have a commander with a weaker ranged attack, but with access to promotions that allow him to give bonuses to friendly units in the 8 tiles surrounding the fort.

Might make a fort next to one of your own cities *very* powerful though... Maybe normal, basic forts + commanders in owned/neutral lands, and a seperate type of "offensive" fort for enemy lands...

Hmm... I could always make the bonuses require that you be in enemy territory. Not hard to do.

That said, not sure about the idea... I'll have to think on it.

Sheaim- Fort commander that has a couple of "Evil" spells, but more importantly, when they build a fort the Armageddon counter goes up by one for each fort, because inside the basement of the fort, they're probably doing some heart stealing, baby eating experiment.

How about having their commanders increase the AC? This way, there's no python check when they build a fort, and more importantly, it works when they capture a fort as well... And can be fought by wiping out their commanders. ;)

First the idea of summoning a "hawk" with sentry 1 and 2 sounds like a great way to implement the idea. Would the relations boost ability work too? I essentially tried to make it so the boost would be limited to +1 per fort and then the commander could not also be used to spy.

The relations ability could work pretty well. There are promotion tags that affect diplomacy, and if I make it a summon of some kind, say 8 movement, ignores penalties, 1 turn duration so it can ONLY reach cities 8 tiles away, and give it a spell castable in friendly cities that grants it a promotion increasing relations by 1 to the city, granting it +1 duration, and a duration of 10 turns on the promotion, everything should work. :lol: The summon will have to grant a 'cannot cast' promo to the Commander as well.

Not sure if This should be a Lanun specific idea or open to all civs but...

Can you make the top level of the fort allow ships to enter the square? Return to BtS type.

Maybe allow all civs but limit them to 1 deep, where as the Lanun can do 2 or 3 deep, i.e. longer canals.

I can't really prevent them from building a chain of them, unless I prevent forts from being built next to each other, but yes, I'm planning on adding the bActAsCity tag to Citadels and their equivalents.

Actually, it's one permanent summon from each spell. So the commander would be able to build one of each kind of golem.

That sounds a bit overpowered to me. A master sculptor would be able to provide six free golems at a time, some of them of national unit strength. And with feedback experience from summons, level 8 wont be that far away.

One free golem at a time seems plenty good enough, especially since it's type can be changed quickly. (By disbanding the old golem and summoning a new one.) Build forts on useless tiles and have a horde of Mud Golems during peace, and a horde of free fighting golems during war.

It's fairly easy to limit to one golem at a time, just have the master grant a promotion to slaves that in turn grant the master a no casting promotion. Or even just have the Golem race promotion forbid masters from casting spells.

I do like this idea a lot better than having the commander be a golem. Fort Commanders seem like leader types, and with one exception, golems aren't leaders.

To be fair, most Fort Commanders are unable to kill on attack.

I like the tweaks to my idea for the Luchuirp. I'm not sure a one summon limit per fort commander would be completely fair. The way I invisioned the sculptor is as a very limited combat unit. Like a strength 1 defense 2, incapable of taking ranged damage promotions. The commander would need his golems to help protect the workshop and possibly create a few extra golems. The more powerful the commander the more defense is necessary as they become more of a target. Plus there should be a way to make sure the national unit limit can't be surpassed using python. I know there is such a limiting factor for liches (even though it isn't a summon). If that method of maintaining the summons for as long as the master lives works and no national limits can be broken I think it would be fair. Plus the building of each unit takes a significant number of turns (Proportional to the normal production value)

As a side note. I was thinking that as the sculptor advances in power the lower level golems could gain a few free promotions like combat 1 and such. In fact the sculptor could gain additional promotions that could allow free promotions to the summons as well.

A city takes 20 tiles and an expensive settler to build, then you have to grow the population and build buildings and make improvements to be able to make golems. A fort takes one tile and a few worker turns.

Just imagine building one fort. That fort makes a mud golem that starts building new forts. Each new fort makes a new mud golem that starts building forts. It won't be long until the entire continent is covered with forts, each of which can build a wood golem in 9 turns. Even if you only set aside the area for one city, that's two free wood golems each turn, at a minimum. Every tile that happens to lie outside the working area of a city, that's a free golem. Why bother springing deserts when you can just cover them with forts?

Most forts wont need protection because they lie far inside your borders. Those few that are under threat of attack receive support from those that don't.

First off... I thought it was flat out one permanent summon in FF. Not sure though, so I may be wrong. :lol:

No unit limits will be broken... Pretty easy to make a prereq that checks that before allowing the spell to be cast.

For the most part, I agree with Odalrick. There has to be some kind of limiting factor... For example, I don't think I'll allow them to build Mud Golems, mostly because that could make for exponential growth.

I'm not quite sure how to limit it though... One golem per commander, one of each golem per commander, or just a set number?

I went with an archery theme, actually inspired by one of my favorite M:tG cards. The unit is called the Sagittar, and uses the Ljo Longbowman graphics instead of the regular FC graphics (I have zero skill at doing artwork, so...). Instead of the Siegecombat promo, it has a similar promo that does basically the same thing but additionally allows it to promote to the Archery promos. I also decided to have it start with Woodsman I; was considering allowing it to promote to Woodsman II, but that seemed too much.

Ranged combat wise, it loses the ability to deal collateral damage, but has the potential to get a much higher ranged attack power against single units, thanks to the Archery promotions. I also gave it a 2-square range, which adds another layer of strategy to deciding where to place them, since you want to put them somewhere where their full range won't be blocked by high terrain.

"What's their strike range, you ask? Let's put it this way: sagittars aim their bows using maps."
—Otak, Tin Street shopkeep

Originally I was going to give them a unique replacement for the Commander I, II, III line of promotions that increased their range as they leveled up - starting them with normal 1-square range, bumping it to 2 at Commander I, and possibly even up to 3 at Commander III (in my version I enabled Commander III for everyone, instead of just the Kuriotates). However, I discovered that there is currently no way to increase ranged combat attack range through promotions, which struck me as a bit odd.

This is MaxAstro's Ljosalfar commander idea, from a different thread... Probably going to be using it. :lol:
 
I can't really prevent them from building a chain of them, unless I prevent forts from being built next to each other, but yes, I'm planning on adding the bActAsCity tag to Citadels and their equivalents.

Don't have to worry about chains, from what I remember of BtS forts, boats can only enter the fort if it is next to water.

I don't think that rule applies to cities though, so fort-city-fort would allow three land tiles to be channeled.

First off... I thought it was flat out one permanent summon in FF. Not sure though, so I may be wrong. :lol:

It's one per spell, I tested it just before posting.
 
* Chislev
-Wandering Sage: Provides passive XP at a nice rate for all unitcombat types, to a limit of maybe 15 or so, or even allow limit to upgrade over time if commanders have a mechanic by which they can improve themselves.
* Cualli
-Swamp Lord: Terrain around fort gradually changes to be wetter: Anything->Plains->Grass->Marsh->Jungle/Marsh
* Kuriotates
-Dignitary: Double culture distance for fort, chance to spawn units of UU types for nearby Civs with whom you have open borders (under Kuriotate control)
* Lanun
-Surveyor: Extends sort of a reverse blockade type effect, making trade routes provide higher yields, but passing that bonus back to the Lanun as well.
* Mercurians
-Archon of Purity: Locks Plot Counter of all nearby tiles to be sub-10 (normal) always
* Sheaim
-Death Dealer: applies Wither to all hostile units who come near
 
These are the Fort Commander UUs I've been working on for my personal mod-mod (my Sagittar is already covered above).

Sheaim - Pyrelord. Basically the Fort Commander equivalent of a Pyre Zombie. Gets -1 strength, +1 fire combat compared to a normal fort commander, and is undead. Other then that, the only difference is that he is a ~very~ sore loser. When defeated, he not only does more explode damage than a regular Pyre Zombie, he also takes his fort with him - effectively preventing it from falling into enemy hands.

Bannor - Garrison Captain. Halfway between a Fort Commander and a Great Commander. Decently weaker ranged strength than a normal Fort Commander, and reduced bonuses against melee and mounted units. Also can't promote to the Drill line. However, can command up to 3 units, gives Guardsman to units under his command (mostly to protect himself), and can take most Great Commander promotions - I gave him access to any promotion that would be useful to a commander that can't move, except the increased limit, increased range, Recon, Adept, and Disciple lines. The siege line isn't really useful to him except for it's last promotion, so he has a "shortcut" - Commander1 was added as an OR prereq to Artillery Master.

Chislev - Windtalker. ~Really~ needs a better name, but I couldn't think of one off the top of my head. Looks like a Chislev Ranger. Has minorly reduced ranged strength, but starts with Spirit Guide and can carry up to two Rock Ravens for extra fort defense.

Archos - Nesting Spider. Thought of this while reading over this thread. Can't bombard (no ranged strength), but some poison strength, additional first strikes, and can cast Web. Has a chance of turning defeated units into Baby Spiders. Doesn't get the normal Commander line; instead, Commander I equivalent allows it to summon a non-permanent Baby Spider with Mobility I to attack nearby enemies. Possibly allow the Baby Spider to become permanent if it upgrades to a Giant Spider before its duration runs out. Commander II equivalent gives it the Venemun spider's ranged attack, and grants Strong to summoned Baby Spiders. Is NOT an animal unit, mostly because attempts to capture it would result in it being bumped off the fort square.
 
Don't have to worry about chains, from what I remember of BtS forts, boats can only enter the fort if it is next to water.

I don't think that rule applies to cities though, so fort-city-fort would allow three land tiles to be channeled.

It's one per spell, I tested it just before posting.

Good to know then. :goodjob:

Ummmm...you can easily increase ranged combat range. :)

I pointed out the tag in the other thread. ;)

* Chislev
-Wandering Sage: Provides passive XP at a nice rate for all unitcombat types, to a limit of maybe 15 or so, or even allow limit to upgrade over time if commanders have a mechanic by which they can improve themselves.
* Cualli
-Swamp Lord: Terrain around fort gradually changes to be wetter: Anything->Plains->Grass->Marsh->Jungle/Marsh
* Kuriotates
-Dignitary: Double culture distance for fort, chance to spawn units of UU types for nearby Civs with whom you have open borders (under Kuriotate control)
* Lanun
-Surveyor: Extends sort of a reverse blockade type effect, making trade routes provide higher yields, but passing that bonus back to the Lanun as well.
* Mercurians
-Archon of Purity: Locks Plot Counter of all nearby tiles to be sub-10 (normal) always
* Sheaim
-Death Dealer: applies Wither to all hostile units who come near

I could do some of these... Kuriotates and Lanun would need a lot of work though. :lol:

These are the Fort Commander UUs I've been working on for my personal mod-mod (my Sagittar is already covered above).

Sheaim - Pyrelord. Basically the Fort Commander equivalent of a Pyre Zombie. Gets -1 strength, +1 fire combat compared to a normal fort commander, and is undead. Other then that, the only difference is that he is a ~very~ sore loser. When defeated, he not only does more explode damage than a regular Pyre Zombie, he also takes his fort with him - effectively preventing it from falling into enemy hands.

Bannor - Garrison Captain. Halfway between a Fort Commander and a Great Commander. Decently weaker ranged strength than a normal Fort Commander, and reduced bonuses against melee and mounted units. Also can't promote to the Drill line. However, can command up to 3 units, gives Guardsman to units under his command (mostly to protect himself), and can take most Great Commander promotions - I gave him access to any promotion that would be useful to a commander that can't move, except the increased limit, increased range, Recon, Adept, and Disciple lines. The siege line isn't really useful to him except for it's last promotion, so he has a "shortcut" - Commander1 was added as an OR prereq to Artillery Master.

Chislev - Windtalker. ~Really~ needs a better name, but I couldn't think of one off the top of my head. Looks like a Chislev Ranger. Has minorly reduced ranged strength, but starts with Spirit Guide and can carry up to two Rock Ravens for extra fort defense.

Archos - Nesting Spider. Thought of this while reading over this thread. Can't bombard (no ranged strength), but some poison strength, additional first strikes, and can cast Web. Has a chance of turning defeated units into Baby Spiders. Doesn't get the normal Commander line; instead, Commander I equivalent allows it to summon a non-permanent Baby Spider with Mobility I to attack nearby enemies. Possibly allow the Baby Spider to become permanent if it upgrades to a Giant Spider before its duration runs out. Commander II equivalent gives it the Venemun spider's ranged attack, and grants Strong to summoned Baby Spiders. Is NOT an animal unit, mostly because attempts to capture it would result in it being bumped off the fort square.

I like these. :goodjob:
 
I don't know if you like the basic idea I posted for the Luchuirp. But I have lots of ideas to help balance the basic idea. If fort spam would make the concept to powerful then limit the luchuirp fort clones to being inside cultural borders and you can even use the oasis spacing limit concept to limit the spam. I was also thinking the sculptor unit could have fairly high upkeep. Or some sort of exponentially increasing upkeep to decrease spam. I don't know if its possible but maybe each summoned unit adds an additional bit of upkeep to the sculptor through an effect promo or something.

Obviously limiting the number of possible summons could help balance as well, but if possible I think it would be better to do it another way, for the feel of it.

Finally, I'm not opposed to excluding the mud golems from the list.
 
I really like the imprived forts and the fort commanders but the biggest problem I've been having with them is the extremely slow rate of experience gain. Without ALOT of combat they will never get the extra territory control. The commanders should gain exp faster (with possibly a lower free exp cap) or the extra territory promotion should be available at ~lvl3.
 
I agree with you. Meant to fix it in the patch, but it was one of the things that got held back...

I'm going to expand the D'teshi Commanders module with a few of the proposed ideas, and when I do that will include some free promotions for them.

The first will provide enough free xp to get to Expanded Influence in ~30 turns. The next will come in with a higher Limit, enough to get Legendary Influence for those that have it, but a slower rate... Possibly as low as .25xp a turn.
 
Just as a matter of avoiding clutter, instead of adding new promotions you could just have the influence promotions themselves give the XP rate. That's what I've been doing with my fort commanders.
 
I tried to use the links that say "here" in the first post for the austrin and lurchuirp and both took me to the tower mage entry. It might be my browser, or it might be a typo on your end. Just thought I'd let you know.
 
Would it be possible to base the Sheaim commander's powers and promotions based on AC and not give them any XP at all?

For example:

AC 0 - 10 - Commander is str 3, no influence from the fort (not even in the same tile)
AC 10 - 20 Str +1, influence in fort tile
AC 20 - 30 Str +1
AC 30 - 40 Str +1
AC 40 - 50 Str +1, influence +1 radius

Etc...

The basic idea is that the Sheaim forts grow in strength as AC increases, and become more vulnerable as AC decreases.
 
I really like the imprived forts and the fort commanders but the biggest problem I've been having with them is the extremely slow rate of experience gain. Without ALOT of combat they will never get the extra territory control. The commanders should gain exp faster (with possibly a lower free exp cap) or the extra territory promotion should be available at ~lvl3.

Agreed. I ended up editing my local xml files so that influence promotions are available at level 2, 4 and 8.

Level 2 may seem low, but it actually means that the commander cant take the promotion until they hit level 3. And historically, forts were used as a means to influence and control the nearby lands, so IMO, it shouldn't be difficult to reach that first influence rank.

On a related note, I haven't noticed the AI choosing the expanded influence promotions for their fort commanders. Would be nice if they could recognize when a claimed fort is on their borders or in neutral/enemy territory, and give more weight to that promotion.

Oh, and thirdly, an auto-claim feature for newly built forts/dwarven mines would be a MUCH appreciated feature.
 
Been playing FF+ recently as the Mazatl and enjoying the experience, but find that Forts need a few changes.

1. Fort Commanders gain XP slower than they do in Orbis. This is not necessarily a bad thing, but one of the key advantages to building a fort was to grab Expanded Influence in order to set up trade routes to a key resource when building a city might prove inefficient. I'm 200+ turns in, and none of my forts have been able to expand influence yet! I recommend that Expanded Influence automatically occurs at Level 4 when the Fort Commander gains his stripes. This removes a promotion from the Promotions list and will also get around the problem of the AI not selecting Expanded Influence.

2. I can't use Forts / Castles / Citadels as airbases for my hawks. Given that forts tend to be located in chokepoints at the edge of my territory, being able to use them as a scouting location for my hawks is a very useful feature. (I haven't tried docking a ship in a fort, but suspect I'd get similar issues)

3. Artwork. Orbis uses separate artwork for the three levels of castle. This makes it easier to spot them at a glance. Also the artwork for Giant Staedding is the same (or very similar) to the citadel artwork, making it difficult to spot at a glance. Several times I went to claim a castle, just to find that I could not.

4. Castles / Citadels ought to give +1 Gold when Feudalism is founded.
 
Been playing FF+ recently as the Mazatl and enjoying the experience, but find that Forts need a few changes.

1. Fort Commanders gain XP slower than they do in Orbis. This is not necessarily a bad thing, but one of the key advantages to building a fort was to grab Expanded Influence in order to set up trade routes to a key resource when building a city might prove inefficient. I'm 200+ turns in, and none of my forts have been able to expand influence yet! I recommend that Expanded Influence automatically occurs at Level 4 when the Fort Commander gains his stripes. This removes a promotion from the Promotions list and will also get around the problem of the AI not selecting Expanded Influence.

2. I can't use Forts / Castles / Citadels as airbases for my hawks. Given that forts tend to be located in chokepoints at the edge of my territory, being able to use them as a scouting location for my hawks is a very useful feature. (I haven't tried docking a ship in a fort, but suspect I'd get similar issues)

3. Artwork. Orbis uses separate artwork for the three levels of castle. This makes it easier to spot them at a glance. Also the artwork for Giant Staedding is the same (or very similar) to the citadel artwork, making it difficult to spot at a glance. Several times I went to claim a castle, just to find that I could not.

4. Castles / Citadels ought to give +1 Gold when Feudalism is founded.

  1. Yeah, keep meaning to give them xp/turn promotions but forget to do it. Once I get back to adding UUs for most civs, I'll fix that.
  2. Can't in FfH either. Orbis added the ActAsCity tag to them... Had been removed in FfH because it made the AI spam them even more. I'm planning on adding it back to the last level at least.
  3. All levels have different art in FF/FFPlus as well, just not the same art. :lol: Giant Staeddings do use Citadel art though.. Should change it to the Jotnar Staedding art.
  4. That I'm planning on... Will be under ImprovementTweaks rather than Fort Commanders though.
 
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