sputnik323
Magelord
- Joined
- Sep 27, 2008
- Messages
- 394
Forts: I quite like the fort mechanic already... then I don't use it much. Much more than in BTS or FFH, mostly to protect chokepoints or coastlines.
I love the fort mechanics, especially to gain important resources. In a recent game I built a wild fort to claim copper (the only source by me) and the next turn the Luchirp used a great bard to expand their borders all around my fort. I wouldn't have had copper without it!
But there are a few changes I would like to see. Forts only give 10% defense bonus IIRC. In a hotseat duel my archers in a fort(built on grassland) were getting owned by a hunter turn after turn until it could upgrade to a keep (by then the hunter was upgraded enough a keep didn't stop him). That just seems ridiculous to me. A fort should be more defensible than a forest at least. In reality a fort would have more defense than a city because they are specifically designed for defense. I would also like to see more options to raise their defense. Like a commander upgrade for a moat causing attacking units to have the crossing river penalty(but not for defense units attacking), and an upgrade for active defenses which gives a chance to damage attacking units. Another upgrade could lessen collateral and ranged attack damage and another promotion upgrade could give units on the tile the walls defender promotion.



Animals and Fawns in woods, Goblins and Lizards in the Jungle, Treants in Ancient Forsts, and Mist Forms in Burnt Forest. 
Nerf the hunter line units and let the minions do the fighting. Heck, the graphics even match your suggestion.


