[Suggestion] Build Fortresses and towers to control your land and remove fog of war.

My idea was (if somebody else has not suggested it.) To use fortresses and towers to show the boundaries of your lands. But also they could be used to prevent (common) monsters to spawn. Because the area around a fort is civilized.

 

I thought about it because in most countries castles/fortresses were used to control the lands and to house the garrisons. They could also add a bonus to some resources and cost money for maintenance.

14,359 views 18 replies
Reply #1 Top

Are you saying this is something the computer adds on it's own?  If so that's an interesting idea but might be hard to pull off.  These are expensive structures and having them all over the place wouldn't make sense.  How would you determine where they were built.  And what happens when you borders expand?

If you are just saying we can build them in our territory than similar ideas have been discussed.  I don't remember ever seeing the developers thoughts on it though.  Would definitely like to see an ability to build overland structures for defense or scouting.

Reply #2 Top

No I was suggesting to build them outside your territory to lift the fog of war and to have a place to garrison your  troops on the border. They are cheaper then building cities but only would give you.. line of sight and maybe a zone of control.

 

In game terms they could also prevent the spawning of monsters in the zone of control. ;-)

Castles used to be used to control the lands and collect taxes.

Reply #3 Top

Simply allow Watch Towers (+3 LOS) to be built around any captured remote Resource to add some minor defensive bonuses if attacked.

If you really want to keep that Ice Shard, then build and place some real troops on that Tile in its defense.

Reply #4 Top

You're probably the 5th person to mention this. Which I think is really cool - it means that there are a lot of people who want to be able to build more than just cities on the map!

I'd like to see castles/fortresses act like specialized cities. That is, when you build a CASTLE, it is made in the same way as a city, but has its own set of buildings, such as towers, ballitae, murderholes, etc.

Reply #5 Top

"I'd like to see castles/fortresses act like specialized cities. That is, when you build a CASTLE, it is made in the same way as a city, but has its own set of buildings, such as towers, ballitae, murderholes, etc."
End of quote

Probably a tad late in the Dev cycle for all that, but it seems quite doable to allow at least Watch Towers. :thumbsup:   

Reply #6 Top

the basic idea of towers around the world could be interesting but not in these terms, it needs something more

 

also im not totally sure about not spawning monster, i rather have a "bunker" to defend from strong attacks or maybe  a mage tower with an aura helping you

 

but preventing any monster is a bit too much :P

Reply #7 Top

Yeah this has been brought up quite a bit so you are not alone.  I like your ideas, even the preventing of spawning of monsters part which some others were against.  If the radius is pretty small then it makes sense.  A creature probably wouldn't create a liar or nest right next to your tower.  There's nothing to stop them from entering the terrirtory later but that would probably only be from aggressive monsters.  Probably not normal animals though.  Regardless it would make the game more interesting to have other structures in the world that could be used to protect choke points or offer warning on vunerable fronts.  I hope this is something Stardock is considering.

Reply #8 Top

Yea, I'd also like to be able to build Forts ... very low influence exertion, cannot hold much population, cannot build most "city" buildings.

Can build

-comfort housing (slight prestige boost and significant morale boost)

-grand barracks (increased HP regen, morale)

-Training Yard (slow Xp gain for stationed units, can't increase past X experience/level ... level 3?)

-Pub (prestige increase, slight defense penalty)

-all city walls

-Citadel Walls (increased defense, extra set of walls, inner walls more "dangerous"), increased influence

-all unit training buildings

-watchtower

-Castle Tower (double Watchtower's LOS), increased influence

 

**comfort housing- for civilian retinue/ Wives- children/ Military Fans

Reply #9 Top

My remark about monster spawning was based on "Normal" monsters :-)

 

It could actually attract some other nasties as dragons when you store gold there  }:) or when its near a gem mine.

 

But  my most interest would be fog of war remove and garrison, and maybe a country border so you can see what your lands are.

 

Also it would be nice to be able to build signs :)

 

So you can place a sign somewhere with a place name or   remark.

 

Or statue's like in Lord of the rings. Things that do not do anything but give atmosphere..

Reply #10 Top

You should be able to "Name the Terrain" within your own borders ... for all players to see :)

 

it can also be used as a Diplo-Location mark for the AI (move soldiers to X)

Reply #11 Top

Good suggestion. I've made it before and I'm sure others have. I do like the idea of building more than just cities within your borders. You could call it a keep and it would give you enhanced 'sight', healing, and defensive bonuses.

 

Over time it might even develop an inn or a merchant to take the gildars from the troops...wherever soldiers are there are people willing to take their money through whatever means usually entertainment. This could eventually even develop into a village lets say after fifty turns after building the keep or so there is a random chance that a village will start.

Reply #12 Top

+1 for the general idea of a different type of more defence-oriented city.

 

Medieval 2 is a good example of this - two types of city and the ability to build small forts to hold troops.

Reply #13 Top

I'd also like to a see, eventually, a robust fort/castle system. Something that can start off as a small fort protecting a resource, but end up being a citadel (with enough tech research and construction)... and maybe being able to convert it to a city later on, if the player chooses to. Maybe even allow Hadrian Wall type forts and walls to fortify land. I messed with this pictures just to see how this could look.

http://img716.imageshack.us/img716/4362/fortwall.png

Reply #14 Top

Yes, and especially when you have rebels and spawn points for monsters. The area within the fortresses could be considered civilised and would spawn different monsters (rogues and rebels) then outside (monsters).

 

 

Reply #15 Top

I posted about forts earlier, watchtowers and walls would be nice if doable. Should there be a pioneerish guy called engineer that you unlock from military tree, who can build military buildings on any square in your turf?

Reply #16 Top

Just need an item that can be equipped in the unit design panel like the pioneers pack. That way you can make soldiers with fort making skills (like the romans), but at additional cost.

 

But an awesome idea, so long as it is balanced so there is a penalty for spamming these everywhere.

Reply #17 Top

Well fort and tower spamming can be easely be prevented by making it costly. After all forts normally make no money except border forts where there is trade..

Also you can make them small at first so you have to invest to get them bigger. So you can have a lot of small watchtowers. But citadels would be very expensive to maintain..

And maybe simple watchtowers could be made of wood.. Cheap and burnable..

 

 

Reply #18 Top

Quoting Tasunke, reply 8
Yea, I'd also like to be able to build Forts ... very low influence exertion, cannot hold much population, cannot build most "city" buildings.

Can build

-comfort housing (slight prestige boost and significant morale boost)

-grand barracks (increased HP regen, morale)

-Training Yard (slow Xp gain for stationed units, can't increase past X experience/level ... level 3?)

-Pub (prestige increase, slight defense penalty)

-all city walls

-Citadel Walls (increased defense, extra set of walls, inner walls more "dangerous"), increased influence

-all unit training buildings

-watchtower

-Castle Tower (double Watchtower's LOS), increased influence

 

**comfort housing- for civilian retinue/ Wives- children/ Military Fans
End of Tasunke's quote

I quote myself on: https://forums.elementalgame.com/387915

As far as the towns outside of cities go, I think it would be more interesting if each faction had more distinction between them. This is already true between the east and west of the rift but not so much for the individual factions on each side. I guess most people would play east and west once just because they already play differently, but choose their favorite of each side. It certainly would add more playability to the game if every faction was more than pluses and minuses of attributes. Which is kind of boring.
End of quote