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  #41  
Old June 11th, 2008, 05:25 PM

thejeff thejeff is offline
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Default Re: Let\'s Change Forts

It may be easier, but while being thematic may not concern you, it does seem to concern both devs.

I can't speak for them, of course, but the impression I've gotten is that this is a thematic issue for them. Maybe thematic isn't quite the right work. Suspension of disbelief issue?
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  #42  
Old June 11th, 2008, 07:17 PM

Chris_Byler Chris_Byler is offline
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Default Re: Let\'s Change Forts

I like the adding admin to PD idea - the whole amount is excessive, so what about adding half? Half admin would never be more than 30, which would rarely be more than the cost of the fort itself (actually, I don't think any of the admin 60 forts are buildable at all).

Except it shouldn't be explicitly added to the purchased amount, it should be added at the last minute when the actual PD forces are generated for a battle. That way it doesn't matter whether you buy the PD before or after you build the fort (but on the other hand, someone who conquers your fort gets the fort-PD for free, in addition to whatever PD they immediately buy for cheap.)

That still only benefits nations with worthwhile PD, though. Unless someone implements a mod that gives all nations reasonably decent PD, or Illwinter reviews the PD system and replaces/adjusts PD for the nations with useless PD.


Another option would be to simply standardize construction times (probably 3 turns), while leaving the cost differences in place. Twice as many laborers build twice as big a fort in the same amount of time. You could still build in bad terrain to get a cheaper fort, but you wouldn't get a faster one, and you'd still have low admin and be relatively easy to siege/storm.


Another option would be to add a second commander slot to all forts over X admin - which would include capitols - but that's more of a radical change and might require coding changes too. It would help with the "I don't care about the fort itself, I just want to build more mages" problem, though. One good fort is cheaper and arguably more defensible than two crappy forts; if it was also just as good for making commanders, as well as troops, it might be the preferable option.


If the problem is big enough, more than one of these solutions might be appropriate.
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  #43  
Old June 11th, 2008, 09:00 PM

Sombre Sombre is offline
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Default Re: Let\'s Change Forts

Didn't we already have this topic? I'm totally burned out on this subject now. I've been ranting about it for a while.
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  #44  
Old June 11th, 2008, 09:20 PM

MaxWilson MaxWilson is offline
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Default Re: Let\'s Change Forts

Link to previous thread (I think it's the one Sombre is talking about):

Post#593365

-Max
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