Fortresses

I sure hope the fort unit also has some kind of promotion that prevent units with the marksman promotion from attacking the fort itself. I don't want to be able to just throw an assassin at a fortress, kill the fortress, and reduce the defense of everyone on that tile.
 
I wouldn't have a problem with sabotage, but it should have fairly high strength compared with units availible at the same time. So if some macemen went in a weakened it down, one assassain might be able to desroy it later.

Perhaps give them, say, +50% str compared to comprable units, but a -50% str vs seige units.
 
I wouldn't have a problem with sabotage, but it should have fairly high strength compared with units availible at the same time. So if some macemen went in a weakened it down, one assassain might be able to desroy it later.

Perhaps give them, say, +50% str compared to comprable units, but a -50% str vs seige units.

So maybe a fortress unit would be the only unit in the game with a +% modifier against recon?
 
sounds like a good idea....

I was going to suggest making the movement highly -ve, but the idea of upgrading the movement to make a "mobile" fortresse seems so bizarre as to seem interesting... certainly would fit in with a fantasy setting.

Made me think of the floating castle in one of the old "Dragon" books....
 
Well your post said a +50% str and I may have taken it too literally. So something like fortresses start with 6 strength or something? Assassins can come at the same time that fortresses appear so they may quickly obsolete fortresses if the fortresses are too weak.
 
The buy XP system could work for a training yard as well. There were other posts I've read where there was interest in a training function. Perhaps the buildings that allow units to be built could also serve a training function by allowing a unit to buy XP if it is in a city with the building at some cost/point.
 
My proposal for fortresses:
In principle, they are used to increase the defense on tiles of strategic importance, like resources, isthmuses, or mountain passes. They should be able to share a tile with forests and resource improvements. The fortress is buildable with Construction and the defense improves with Engineering. Civs are limited in the number they can build based on the number of cities they have, civics, and/or Stone resources. A tile with a fortress remains under the control of its owner until captured, regardless of the culture rating of the tile.

Since Elves can build some upgrades without removing forests (and camps have always been buildable without removing forests), there is clearly nothing preventing improvements from sharing a tile with forests. Also, since roads or railroads can share a tile with improvements and forests, there shouldn't be anything preventing a fortress from sharing a tile with a fortress and an improvement.

Since AIs already guard strategic resources, perhaps writing the AI to build them won't be terribly difficult.
 
I actually tried using forts sor the first time in my current game. Stopped though- I find having my border troops on sentry is better/less hassle. I would rather have my troops wake up and attack than sit in one spot waiting to be attacked, when the enemy can just walk past them and start razing.I think at a minimum an *occupied* fort should have the ZOC ability like cities do in RoM.
 
I actually tried using forts sor the first time in my current game. Stopped though- I find having my border troops on sentry is better/less hassle. I would rather have my troops wake up and attack than sit in one spot waiting to be attacked, when the enemy can just walk past them and start razing.

:confused: There's no need to choice between sentry or using forts. Units on sentry also get up to +25% defense bonus.
 
:confused: There's no need to choice between sentry or using forts. Units on sentry also get up to +25% defense bonus.

Maybe I wasn't clear- Twice I had chariots or nomads zip past my garisoned troops in forts to raze a pasture. So I abandoned them and put my troops in better strategic positions on sentry. It is rare they get attacked first so the bonus defense doesn't help much. I was saying it would be cool if they had a zone of control that stopped troops like the cities do in your mod.

edit: another idea would be if they increased visibility to represent better scouted out terrain, if I could see the bad guys farther out, I could react sooner to protect my territory!
 
Just in case you don't know, forts also stop units in RoM, even when ungarrisoned (to help the AI who doesn't garrison his forts). Though mounted units are only stopped half the time by cities or forts.

Forts giving units inside bonuses would be great IMO. :goodjob: For the record, reason I haven't implemented this in RoM because I'd like the AI to learn to man their forts first.
 
I would like to see forts have their own cultural borders based on the strength and number of units currently stationed there (only the current garrison matters, it does not simply grow over time). It would also be nice if when a city is built over a fort it starts with walls and a castle, and if a castle could give a garrison-strength borders boost to cities just like the fort would do on its own. Or maybe forts and cities should just be able to coexist on a tile. perhaps a few more types of units could be allowed to build forts, so that civs with scorched-earth can reserve some territory until new settlers can arrive. I've said this all before in other threads, but I thought I would add it here where it is more appropriate and revive a thread after four months.
 
I would love to see some useful implemention to forts. Both historically and in fantasy they play such a pivitol role in maintaining a border. There are many interesting suggestions throughout this post, and nearly any would be better than they are now. This is probably my biggest item on my FFH wish list.
 
I would think that might be removed, as it would take away from some of the use of Pirate Cove.
 
Batter yet, make the pirate's cove better, like by letting it block a significant region of rival sea trade on its own.

It is generally believed that forts have been switched to the city code, as it is known they can also act as airbases, claim resources, and and give units friendly territory healing rates.
 
AIRBASES! I remember those things. That would be nice.

maybe pirate cove will just have to be forts that will work in enemy territory.
 
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