CrispyCritter
Chieftain
- Joined
- Feb 20, 2006
- Messages
- 65
In thinking about ways to improve the balance for builders (as opposed to warmongerers), it occurred me that tweaking a current feature could have profound effects on defense:
Make entering a "fort" in enemy territory cause a unit to lose all its MPs (movement points).
Forts are currently quite useless except in very special circumstances (some chokepoints). 1UPT means a player can't afford to keep many forts manned; units are just too valuable.
MP loss for a fort means that a player can always set up a situation in which an invading army has to suffer substantial losses before attacking a city, if the player is willing to devote substantial land towards defense and forts. Putting a fort on clear terrain with -33% defensive penalties can change the nature of many battles. And delaying the loss of your frontier cities for perhaps 2 extra turns can change the nature of many wars!
It's realistic within the game - just assumed all "forts" are manned by something much less powerful than a unit. enough to delay but not cause damage. Note that a "fort" now is not only a classical fort, but also throughout the ages might be networks of ditches, bunkers, mines. There's always been means of preparing the land to slow up invaders (at the cost of not being able to build a town, farm, or mine there)
Forts can be pillaged, but that doesn't happen until the second turn at the earliest.
I think it's worth considering - I don't know if it can be modded; I suspect not. But the implementation shouldn't be difficult for the developers, given they have to be doing something similar for the great wall.
My major worry is this may be too powerful - a double row of forts, with the second row having occasional units in it, seems awfully intimidating!
Make entering a "fort" in enemy territory cause a unit to lose all its MPs (movement points).
Forts are currently quite useless except in very special circumstances (some chokepoints). 1UPT means a player can't afford to keep many forts manned; units are just too valuable.
MP loss for a fort means that a player can always set up a situation in which an invading army has to suffer substantial losses before attacking a city, if the player is willing to devote substantial land towards defense and forts. Putting a fort on clear terrain with -33% defensive penalties can change the nature of many battles. And delaying the loss of your frontier cities for perhaps 2 extra turns can change the nature of many wars!
It's realistic within the game - just assumed all "forts" are manned by something much less powerful than a unit. enough to delay but not cause damage. Note that a "fort" now is not only a classical fort, but also throughout the ages might be networks of ditches, bunkers, mines. There's always been means of preparing the land to slow up invaders (at the cost of not being able to build a town, farm, or mine there)
Forts can be pillaged, but that doesn't happen until the second turn at the earliest.
I think it's worth considering - I don't know if it can be modded; I suspect not. But the implementation shouldn't be difficult for the developers, given they have to be doing something similar for the great wall.
My major worry is this may be too powerful - a double row of forts, with the second row having occasional units in it, seems awfully intimidating!