frekk
Scourge of St. Lawrence
Forts have long been dissatisfactory in civ. Many attempts and different approaches have been made to get forts to resemble their uses in the real world, including things like civ2's method of having troops stationed inside forts in the city radius count for happiness purposes in the city, or civ4's multi-purpose forts which connect resources and act as canals and airbases.
What's been missing so far is a mechanic that mimics the central purpose of forts in history; not merely a defensive position to safely keep troops or to offer defensive advantanges on a particular location but to control an area - sometimes aggressively (for a good example, read up on Edward I's 'Ring of Iron').
My proposal to make forts more useful is quite simple: whoever is first to occupy, with military units, a tile with a fort (the person who built the fort, if military units of different nationalities are present on the same tile when it is constructed) claims that tile as their territory, just as if it were within their borders.
To keep control of the tile, at least 1 military unit must be present. If it is left empty, it is considered abandoned and the tile reverts to neutral territory. If the last unit is destroyed by enemy action, the enemy captures the fort and the tile with it.
Forts would cost a small amount of gold (perhaps just 1) each turn to maintain, so players would not spam forts all over neutral territory. Also, forts would offer signifigantly better defense - comparable to a well-fortified city with walls and castle. Siege engines could be used to reduce defenses; if the defense reaches zero, the fort is destroyed.
In this way, I expect that forts would be used in a variety of ways that more closely mimic their uses in the real world:
To block access: a fort in a pass or other bottleneck feature would limit access to those civs with right of passage. They would also serve in their usual role against enemies attempting to pass. Sometimes, players would build 2 or 3 forts in a line to block access.
To anchor borders: placing forts at your borders would prevent cultural expansion of a neighbour from seizing the tiles the forts are built on. Because of the maintenance cost, and the need to garrison the forts lest an enemy take them by simply wandering in, this would be used sparingly in key areas, mostly to retain control of a resource or strategic location threatened by cultural expansion. Very wealthy empires with large armies facing one another across a border would sometimes build many forts along the borderlands, but in most cases this would not be affordable or wise. Generally, the pattern would be a series of scattered forts in key locations along the borders.
To seize resources. A fort built in neutral territory would guarantee control of a particular resource, precluding the need to build cities in poor locations simply to seize a resource (like colonies in civ3, but unaffected by cultural expansion). Forts could also be built ahead of settlement of an area, guaranteeing control of resources and discouraging (but not necessarily preventing) foreign powers from settling there. If such a situation did come about, and forts became islands amidst foreign territory, strong diplomatic tension would ensue.
What do other people think about forts, and how should they work in civ5?
What's been missing so far is a mechanic that mimics the central purpose of forts in history; not merely a defensive position to safely keep troops or to offer defensive advantanges on a particular location but to control an area - sometimes aggressively (for a good example, read up on Edward I's 'Ring of Iron').
My proposal to make forts more useful is quite simple: whoever is first to occupy, with military units, a tile with a fort (the person who built the fort, if military units of different nationalities are present on the same tile when it is constructed) claims that tile as their territory, just as if it were within their borders.
To keep control of the tile, at least 1 military unit must be present. If it is left empty, it is considered abandoned and the tile reverts to neutral territory. If the last unit is destroyed by enemy action, the enemy captures the fort and the tile with it.
Forts would cost a small amount of gold (perhaps just 1) each turn to maintain, so players would not spam forts all over neutral territory. Also, forts would offer signifigantly better defense - comparable to a well-fortified city with walls and castle. Siege engines could be used to reduce defenses; if the defense reaches zero, the fort is destroyed.
In this way, I expect that forts would be used in a variety of ways that more closely mimic their uses in the real world:
To block access: a fort in a pass or other bottleneck feature would limit access to those civs with right of passage. They would also serve in their usual role against enemies attempting to pass. Sometimes, players would build 2 or 3 forts in a line to block access.
To anchor borders: placing forts at your borders would prevent cultural expansion of a neighbour from seizing the tiles the forts are built on. Because of the maintenance cost, and the need to garrison the forts lest an enemy take them by simply wandering in, this would be used sparingly in key areas, mostly to retain control of a resource or strategic location threatened by cultural expansion. Very wealthy empires with large armies facing one another across a border would sometimes build many forts along the borderlands, but in most cases this would not be affordable or wise. Generally, the pattern would be a series of scattered forts in key locations along the borders.
To seize resources. A fort built in neutral territory would guarantee control of a particular resource, precluding the need to build cities in poor locations simply to seize a resource (like colonies in civ3, but unaffected by cultural expansion). Forts could also be built ahead of settlement of an area, guaranteeing control of resources and discouraging (but not necessarily preventing) foreign powers from settling there. If such a situation did come about, and forts became islands amidst foreign territory, strong diplomatic tension would ensue.
What do other people think about forts, and how should they work in civ5?