Forts/Castles and Independant Walls

Hello, we know you can build cities but how about forts? I assume they would act like military starbases, just you would put them in key locations in an attempt to either force a conflict in that area or funnel the enemy to a different part of your empire. So are they in the game?

 

Also, we know walls can be part of a city but can they be independant of a city? For example: Hadrians Wall, Antonine Wall, and the Great wall of china? Well we be able to construct such massive defensive structures? Perhaps in the form of a wonder(not sure if such things exist in the game).

6,928 views 6 replies
Reply #1 Top

well there's this picture

Reply #2 Top

Oh, hadn't seen that. It looks pretty nice, and there doesnt appear to be walls on the other side of the city so perhaps the wall isn't actually connected to the city?

Reply #3 Top

Quoting astrath, reply 1
well there's this picture
End of astrath's quote

A few months back, Scorpiana shared a screenshot find that looked to me like it might be possible to build and garrison something like Hardian's Wall.

 

Reply #4 Top

A few months back, Scorpiana shared a screenshot find that looked to me like it might be possible to build and garrison something like Hardian's Wall.
End of quote

When I read the original post, I was immeditaly reminded of that picture as well... Thanks for sparing me the trouble of searching for it... :grin:

Reply #5 Top

This might be my first time posting on the Elemental forums, so prepare the scathing remarks!

 

I like the starbase comparison - but with more physical barriers on the map (rivers, mountains, the bog crawling with trolls) the area bonuses need to be reduced, if used at all, and they should mainly strategic structures that force the issue or make a chokepoint even harder to break through.  All sorts of fun things could go into a fortress: Training areas, forges to upgrade weapons, research locations, breeding animals, the high tower you throw prisoners off of (for the Fallen). Maybe even economic structures, like a marketplace in a border fort where the magistrate taxes imports from your not so nice neighbor.

They need to be balanced with a significant cost though, more than what was seen for the starbases in GC 1 and 2.  I've done some reading on the various knighthood orders in the Crusades, and the Templars and Hospitalars spent the equivalent cost of tens of thousands of knights and soldiers to cover the cost of building and maintaining thier fortresses, then would garrison them with small numbers of troops and local mercenaries.  Maybe an extreme and annoying example to use in a game, but its something to consider.

On a side note, some sort of 'road forts' would be nice.  The Romans really enjoyed building things, and they organized a very structured road control system with forts and inns along the major roads to provide security.  It's be tedious to levy troops to garrison every single one, but as a road upgrade it would be interesting to add.  Something like 200% of the cost of the road to lower the incidence of bandits and increase trade slightly?  It might make sense for some of the larger roads in the middle of a kingdom.

Reply #6 Top

Quoting Breniir, reply 5
This might be my first time posting on the Elemental forums, so prepare the scathing remarks!

 

On a side note, some sort of 'road forts' would be nice.  The Romans really enjoyed building things, and they organized a very structured road control system with forts and inns along the major roads to provide security.  It's be tedious to levy troops to garrison every single one, but as a road upgrade it would be interesting to add.  Something like 200% of the cost of the road to lower the incidence of bandits and increase trade slightly?  It might make sense for some of the larger roads in the middle of a kingdom.
End of Breniir's quote

 

I like your ideas, however rather than lower the chance of raiders/bandits why not make it so that when you puchase the road upgrade a small building appears alongside the road every mile or so. Then whenever bandits/radiers appear near one of those buildings an AI controlled friendly unit is dispatched to defeat or drive off the enemy before returning.