Fortifications?

I would like to see the ability to "dig in" and build fortifications on non-city squares - even inside enemy territory. Maybe this should require a special unit to be able to do and maybe take a few turns to complete. Taking over a fortified position should yield some extra benefit, such as being able to repair the fortification and hold it as your own at minimal cost.

Building a fortification on a trade route might even be a way to disrupt said trade route, or maybe your could tax those traveling the route in order for "safe passage".

Any other ideas regarding fortifications out in the wild?

 

edit: darn sorry for the duplicate thread https://forums.elementalgame.com/334395

6,051 views 6 replies
Reply #1 Top

I really like the ability to tax or toll roads.  I've never seen that before, but it makes sense.  I'd imagine you'd uspet others though and get robin-hood types causing ruckus though.  (balance tax vs. favor I guess)

Other then that I can only really relate to the 'fortifications' as seen is civilization, which doesn't really apply since battles happen on their own tactics field where fortifications and such would be part of the terrain.  So I'm not really sure how it could be used at all.

Reply #2 Top

Quoting landisaurus, reply 1
Other then that I can only really relate to the 'fortifications' as seen is civilization, which doesn't really apply since battles happen on their own tactics field where fortifications and such would be part of the terrain.  So I'm not really sure how it could be used at all.

Uhh... that's not hard. Think Total War. If a battle takes place at somebody's fortifications, that player's troops have the benefit of a fortification in the tactical map. Like walls.

 

Reply #3 Top

I really like what Civ games did for that.  Workers could build a Fort that provided defensive fortification.  In addition, you could "fortify" units (but them onj defense) and if you left them alone they would also get a bonus.  I think that would be good to have.  So maybe a list for some fun fortification features.

  • Unit Defense
    • Innate Unit Skills - A defensive rating for each unit would have inherintly.  Ex: Archers have 1 attack, 2 defense NORMALLY, plus maybe +1/+1 against unshielded targets without magical armor or something.
    • Unit Skills (Training) - Via battle experience or direct training for a particular skill, gives a unit extra defensive points.  Ex Archer normally (1/2) gets +50% bonus with the Skilled Defender Trait, maybe even at a cost to their attack powers.
  • Terrain Defense - Every block of terrain modifies each type of attack in different ways.
    • Plains/Grasslands - +50% Attack when mounted.
    • Hills - +25% Defense to all units.  -25% Attack for Mounted Units.  -25% mobility for all units.  Visibility bonus for defender, negative for attacker.
    • Mountains - Maybe same as hills except better bonuses etc.
  • Tile Constuction Defense
    • Worker units can build and modify "Fort" modifications to tiles.  They have upkeep per turn and can obtain a certain number of upgrades (increases powers and cost).  Can be taken over and used by any team once built.  Can be deconstructed for resources, but it takes a number of turns equal to 2+ number of addons.
    • Or there could be prebuilt "Watch Tower" locations at random spots along the map.  It adds a little defensive and sight bonus, but is expandable to give you more options.
    • Upgrades
      • Looking Glass - Extends sight range by another 2 squares.
      • "Unit" Niches - Gives the building several "native" units that will be unable to leave.  Player can change the unit whenever he wants but it will have an upgrade cost and will take several turns to resupply the tower.  Will still take a min of 2 turns, Forward training camp hurries normal production tho.
      • Magical Nodes - Increases Magical research by X points.
      • Forward Training Camp - Allows units under X Cost to be trained locally.  Requires Housing add-on.
      • Housing - Allows settlers to move into tower.  Allows better upgrades and can repair the building if damaged.

These are just a few ideas for singular defensive buildings.  Maybe one could build a wall that extends arounds one territory but costs a LOT of men and resources to keep up and running.  Prolly only good for NPC run nations (neutrals).  Just a couple thoughts. ^^

Reply #4 Top

Yeah it will be nice to have a battle like the one in Hellmshole in LOTR 2 where youre against the mountains with your fortress infront of a mountain range and an army at your footssteps.

Reply #5 Top

Aaaargh stop it stop it stop it! XO There are currently two identical conversations going on. Please, choose one thread to post in and don't make identical posts in both.

My recommendation would be to drop the conversation here in favor of the other thread. Less chance of repeating ourselves.

Reply #6 Top

I agree. Kill this thread. I tried to forestall this by noting in my OP that it was a duplicate thread.

I am so very, very sorry. :blush: