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Rapportera problem med översättningen
Most minor settlements have one economy building. Plus if you're taken by surprise you're not recruiting a full stack for defense, you're recruiting what's in your ROR buffer.
Your first sentence is questionable at best. A lot of factions, for example Dark Elves and High Elves, have at least 2, or even 3, just for income. Even those that don't have a second or third income building still all have growth buildings, which is technically also an economy building. Growth has an "expiration date" for sure, but still. Then there are also control buildings, that raise income indirectly. Then there are also special buildings that are quite frequent and harbours. It's close to impossible to ever build garrison buildings without passively or actively bleeding income either immediately, or later in the campaign. That's why most garrison placements WILL without doubt have "upkeep". It's just an upkeep, that you usually don't see immediately.
If I am taken by surprise, I use everything available, which includes multiple lords that I pull together from neighbouring provinces with forced march, global recruitment, normal recruitment, RoRs, freespawns (if the faction allows some) and I also happen to grow a dedicated defender lord that has skills tailored to make the most out of the garrison and choke points. Sometimes I even use a throwaway lvl 1 lord to bait the AI into attacking him instead of the settlements. There are also "softer" means, like blocking stacks with agents.
There are a lot of ways to react to sudden incursions but I agree, that the garrison building and RoRs require the least planning and preparation to execute.
No defenses? Must be an easy target.
It also depends a lot on the faction you're playing:
Some factions like Greenskins effectively only have 1 building directly generating money.
Skaven have all buildings generate some money.
Tzeentch would always need the corruption building as multiplicator in every settlement, meaning you're pretty much locked to growth + money + corruption until the province is maxed out with population.
With that said - yes, I put garrisons on borders regardless of using mods or not. They won't stop a determined army, but it makes you less of a target and makes it a bit costlier, so they must wait a turn or two before attacking the next settlement.
(Won't help that much against high replenishmnent armies though)
They cost too much, take too long to build, and most of the time only add some low tier trash units
Vanilla or Modded, this logic holds up tbh.
I think the people who complain about AI 'beelining' for their "weak" cities don't bother to build garrisons either and just reply on constantly raiding enemy territory; they never wonder why a small AI army would choose to raid a rich but defenceless level 2 settlement with maybe 7 or 8 units of meh quality vs the level 5 capital with a full elite stack garrison by default.
I usually build those to add units to my garrison when I'm constantly at war, and losing settlements early in the game. Often times when my home territories are under constant threat, and I need a defensive fort to separate it.
In short, yeah I build them, typically if it's neighboring a strong enemy.
For most factions it's better early game to go all in on economy and some military buildings, why care about garrisions when they provide no passive benefit?
Usually in the mid to late game once I've hunkered enough and the end game crises are afoot then I'll go back, deconstruct and plop some down.