Dale - While discussing in another
thread about the
1 unit per tile issue, I came up with another idea. Of course, it depends on the gameplay and how it works, but the idea follows in the quote box (after the link to the discussion):
Still, there would have to be some sort of defensive units in a city. Maybe if a garrison (as you mentioned) in a city allows for multiple units to be stored inside the city, I could see it (perhaps a barracks - as a base - could allow X number of units and a will will allow +Y additional units and so on, I could see that working out.
Forts could also work the same way, just outside of the city. That could make the taking of forts to be a crucial part of a war. For them, their base number could expand through improvements over time (either built manually or done automatically like in Civ 4 with cottage->village-> town and fort graphics). Maybe the player could build a watch tower at the beginning, which in turn could be upgraded to a keep, then a fort or castle.
To expand a bit, in Civ IV (and earlier civs if my memory serves me correctly), Castles were always a building improvement. However, I think with the above description, they could now be an external element to the city (which I would feel to be a bit more realistic). I think that the way it would work would be like this...
First, a note... this whole idea is assuming that the gameplay will feature one-unit-per-tile gameplay, but allow for garrisons to be kept in cities and such. As such, let me break down my hypothesis first, however, keep in mind that any numbers I give are purely speculative.
In basic cities, the player can have a garrison of two units. As they build up the city, certain buildings (and maybe even civics... or whatever replaces them) will allow additional garrisons. For example, barracks could add an additional garrison and walls could add a couple more. This could keep increasing (possibly to a max number) as new buildings are built.
With that in mind, forts and castles could work similarly. Early in the game, the player will be able to build a
watchtower. The
watchtower can be built anywhere on the map outside of other nations borders. In other words, they can be built inside your borders, or in the neutral (open) territory. They will allow for a garrison of two units. Once the player reaches a certain tech, they can then upgrade the
watchtower to a
keep. This will increase the total garrison number by another 2 units. Further along the tech tree, they can then upgrade the
keep to a
fort. (At this point, they could even name the fort, like
Fort Sumter or
Fort Bob, etc.) A fourth stage could possibly be a
citadel.
For castles, they work similarly, but with some important differences. First of all, they can only be built within a nations own borders (though, if they are taken by an invading army, the invaders can then use it as a foothold for the invasion... or they could just destroy it). Second, because they are within the border, they provide additional revenue to the closest city. It would also allow for an additional defenders during an invasion to help the city. Finally, castles would become available at a later time (late classical ore early middle ages) and would become obsolete after a certain point (shortly after gunpowder). They could still be used to defend, but only against non-gunpowder (or later) units. Garrisons could still be kept there in accordance to there level, but they can no longer be improved and no new ones can be build once they are made obsolete. In addition, the city loses the revinue from them. However, castles that survive to the modern ages could possibly return revinue again (to demonstrate tourism).
With Castles, a similar progression to the forts could be used, only there would be fewer levels or less time between availabity. It would naturally start with the Motte and Bailey castle and progress up to a full fortress. Maybe
Motte and Baily ->
Castle ->
Fortress. (Additional levels could be included, but I am drawing a blank on my castle lingo at the moment.) Once they reach the Castle stage, again, the player could name them.
On a final note, the castle/fort progression could be done automatically (a la Civ 4 cottages) or be built and upgraded manually. Whicever the case, once a particular level is available, the player can build any lever (with longer time taken to do so). For example, if the player has reached the tech to build a
fort, they could choose to build a
watchtower (for a quicker build) or go straight to the
fort, though it will take longer to complete.
Well, that is my idea. Again, I am assuming that the gameplay is (as suggested) one-unit-per-tile only, but that multiple units could be garrisoned for defense. If that is the case, though, it may already be in the game that way. (Though, I would be really surprised... not to mention really proud of myself... if what I just described is already how it works in the game.) If it is not, however, this could be a good mod comp for you (or other willing experts) to explore.