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Idea: Fort and Magic-way

Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: General Questions
Forum Description: If your gameplay question isn't answered in the help files, please post it here.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=10901
Printed Date: 05 Dec 2021 at 21:36
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: Idea: Fort and Magic-way
Posted By: yeast
Subject: Idea: Fort and Magic-way
Date Posted: 27 Aug 2021 at 18:11
Purpose
  To enable long range warfare, with a cost and risk.

Function of Fort
  Each region has 1-3 forts depending on its size. Neighboring forts have Magic-ways connections, forming a network. All designed by dev.
  Forts can be occupied by army.
  Armies in a fort can receive new orders by messenger to move to new targets. They can choose to return to fort upon completing the mission.
  Armies in a fort can only target spots or towns that are in same region as fort when performing hostile actions.
  Armies in a fort can only move to neighboring forts. When both ends' forts are controlled by same alliance or Confed this passage is granting 2x army move speed.
  Armies in a fort can be recalled to home town with 1x speed.

Cost
  Forts have a few buildings, which only cost time to build (no res):
1) a storehouse (for gold only)
2) 2-3 military cost reducers
3) a wall (max lvl 10)
  Armies arriving at a fort will change the gold expense from home town to the fort (HQ to fort) . They will enjoy new cost reducers there, which is usually poorer than home town.
  Armies sent to conquer hostile forts should be able to bring some gold w/ them.

Risk
  When forts are used as commanding office in a foreign regions, risk should be bound, as in history decapitating of the command office means the lose of battle.
  When an army is performing hostile command from a spearhead fort, and the fort falls, the outward army will suffer from a rout retreat- loses 50% of troop and returns home immediately with 1x speed.

Interactions with Fort
  Fort should be receptive to most military and diplo actions (give assassins a job). Thus drying or cutting the supply line is a sound strategy to the defender.

Ownership of Fort
  Ownership of fort can be transferred to a Confed if both are stationing inside. 

  The power of Forts will be big, but the cost and risk also increase as one over-extends. This should solve the long range warfare issue. If you want to wage war from the Wastes to Jurgor u should find a space strategy game.



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