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.
|