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Forts are really important to prevent a single bad fight from turning into a steamroll that lose you the entire game. Though for that matter. You can hotkey mage orders. So its quite easy to order large amounts of mages relatively swiftly.
And i guess it should also be noted, that this complaint is why Thrones were added. If you dont want things to turn into a late game slugfest.
Then simply add a limited amount of High level thrones. If 9 out of 15 points is enough to win, then you would just need to take and hold 3 level 3 thrones.
But forts are fine as they are. Some people think the slower endgame is a feature, not a flaw.
That's the kind of differences that make a nation unique to another ...
Say in current game you have 20 provinces and 8 to 10 forts by late game. With my ideal number of forts you would have 20 and 4 or 5 but still 10 places where you can produce units (with baraquements or other systems allowing national units production out of forts), and globally same number of units to protect your forts. In the two cases if you are unable to oppose the opponent taking the control of the field in all those 10 unit production provinces you are unlikely to come back. The main difference if they are forts is a) your forces are more split if you want to defend all those forts, b) your mages can't both research and defend these places and c) your opponents likely know where these places are even with minimal scouting. With less forts, your same number of units would be more concentrated if you retreated to defend them, and/or you would have kept them in your out of forts production provinces with open labs the opponent has more difficulties to take and detect, than to start sieges, as your researchers are helping defending these provinces instead of staying behind walls.
By the way it's sort of a waste to put researchers in a place making them useless for defense, except if you are already losing and your only goal is to delay your opponents victory. Best default move for a mage past early game is to move him to an open lab (with some defensive force) before research where he can research or summon and help stop eventual raiders at the same time, having mage production not linked to forts would just make more people realise they often prevent you to win defensive battles you could have won more than they really help.
Speaking about cloud trapeze, anyone having faced the legendary Fomorian war opening move ("you now have one giant on every fort, good luck") know how much fort reliance can be a weakness rather than a strength, even if the opponent has no plan to take them (just shutting down all enemy production and movement from forts for a turn, knowing it's unlikely someone will put enough mages on patrol to have a chance to stop a sc, then starting to take provinces around the forts while the enemy can only break sieges).
If some1 builds them later, then I see little point to it - you won't even get enough money to spend on mages everywhere (at least EA / MA, but LA is the least balanced in any means I'd say).
It also depends on the map ; I barely ever see a person who spams with forts and I saw such person winning 0 or once.
?
What game are you playing?
The OP was spot on. This game has a tendency to degenerate into utter drudgery, late game.
Something he mentioned, makes me think of something else though:
"and the more the game advance the more players have a tendancy to use their gold to fortify rather than building regular troops as building troops means more upkeep in addition to the one of mages"
Late game seems to get to the point where regular troops are irrelevant besides mages. Ideally you want some cost effective national spell (preferably using blood slaves) to summon hordes of chaff, and more effective units.
I guess some people will say this is a feature, not a bug, but you can often see nations that don't even bother recruiting their normal troops anymore, unless they have good sacreds, or recruit anywhere sacreds (and even those need to be worth the time).
The ideal seems to be thousands of upkeep free units that you can somehow acquire turn after turn. And if your nation doesn't have the tools to do that, then you better win or steamroll early, because you aren't beating Sceleria or Ermor by summoining mechanical men or vine ogres.
Also the OP wrote:
"- make impossible to build new forts in provinces neighbouring a controled fort (would also help newbies who don't understand how ressources allocation system works)"
I've noticed the "good" players seem to build a fort on any farmland that doesn't have a well of pestilence or something. Left unsaid is the fact that players want to build as many temples as they can afford, and it isn't smart to build one in an unforted province, when any Vanjarl can just uncloak and wipe out your measly 6 PD (or whatever number a particular player uses to avoid events).
You propably play LA more than I do ,and I see nth bad at sceleria spamming forts - thats the way this nation plays, while eremor is stiupidly imbalanced.
"Then you better win or steamroll early" - totally possible, if you don't bother with building plenty of early forts and your opponent spent most of his money of placing them ; what is wrong with that point ? Tell me- why not to punish early builder like that ?
The problem is some nations aren't capable of doing much of anything without forts.
You could go a long way just pumping Anakites out of the capitol. Or Zhayedans, or Vans, or White Centaurs, or Garmhirdings, or...
If your nation is one of the less favored, and you have to expand and take on other civs with recruitable units like Bakemono or Tower Guards, it doesn't work as well.
Heck 30 Garmhirdings can crack forts that it would take 150 human type infantry the same amount of time to crack. (just guestimating equivalent siege power). Plus the human army pretty much moves one province per turn, the Garmhirdings more realiably about two.
These two nations in particular can't do a thing without forts. These nations MUST fort every province they own so they can even get troops to fight with.
Fix that, or go home with this.
It's true that like with any change nation balance may be affected and need to be considered.
Now the decision to make haste not affect spellcasting was disastrous to nation balance according to some early dom3 players (it completely ruined Ctis and other water-death nations hasted skellyspamers strategy that was dominating in the old times). The decision to introduce slow-recruit mecanism in dom4 was criticized for balance reasons too, it was awful for all nations relying on big cap only mages. Etc...
It's a very complex game and usually changes can be counterbalanced by other changes if they end handicaping some nations too much.
But I get your point, it would probably be needed to introduce baraquements and make mages require lab + baraquements to be recruited and sacred mages lab + temple to balance the removal of fort as requirement for sacred mages only nations .Or perhaps to give new advantages to sacred mages to compensate, or make non sacred mages more expensive or slower to recruit, whatever.
As well freespawn nations would need a system linking less their spawns and number of forts (although it would be good balance for some of them if forts became more expensive).
I was not making the suggestion of immediately implementing this one of my long list of ideas and without considering side effects nor changing anything else. I'm just thinking that it would be good for next game in the serie, among other changes, to consider mechanisms making forts rarer in late game, and so endgame more dynamic (note : out of making forts rarer, making siege system more interesting may also be considered).
Right now some nations have units that don't require forts (EA Ulm, Ur & Uruk, Xibalba...); if everyone has that then it's no longer something special.
- incremental fort cost makes little sense, especially since it punishes lategame forts when you can Wizard Tower or better yet Three Red Seconds anyway. And the latter will remain too cheap regardless until a blood slave pool will become a thing (when they aren't abstracted by 5000-pop mechanic but actually dry up because there aren't any remaining, and regenerate based on pop growth/magic scales)
- Impossible to build forts near forts is an extremely punishing mechanic for no reason other than punishing forts. New or not, let the players do silly things all they want, I always built fort chains and never once regretted this. When you have two provinces with good mage recruits is another situation when forts nearby are desired.
- Justification for needing to control neighbouring provinces makes zero sense for Ermor in particular. And really, this justification is completely unthematic in a game with slavery and world-shattering Armageddons available for everyone with no penalties.
- Upkeep cost on forts is a good idea. Even if they currently have *income bonus* instead, flat upkeep for a fort to further encourage forting farms sounds good.
- I'm ambivalent on recovering money from razed forts. Limiting fort destruction to one level per turn? Certainly.
- Foreign recruitment is IMPORTANT. If Illwinter wants to add foreign recruitment for older nations (for many of these it makes sense), it'd be their decision. Most foreign mages won't make sense anyway.
- Province defense numbers are already good. It's commanders being useless that trips the mechanic. And, spending enough gold to kill a Vanjarl will never be viable unless PD is so stronk you need a doomstack to kill them. AI already overproduces so much PD you can't raid without super-combatants.
- Movement mechanics likely won't see an overhaul until Dominions 6. But the way you can't catch mapmove 8 raiders with mapmove 26 cavalry and flyers is jarring. Also sailing would really benefit from same granularity as other movement but that's offtopic.
- Forts were made weaker precisely to reduce importance of siegestrength. I don't personally understand this decision, but that happened.
Edit: I personally don't have any problem with lategame forts being a thing, I've got issues with no-upkeep hordes of everything displacing gold-upkeep troops. The only reason for this is lack of gem upkeep which again isn't likely to happen until Dom6 and it'd take 0.001 to 0.0001 values for Ermor to remain playable.
(and of course, it's a buff, not nerf)
"And the latter will remain too cheap regardless until a blood slave pool will become a thing (when they aren't abstracted by 5000-pop mechanic but actually dry up because there aren't any remaining, and regenerate based on pop growth/magic scales)"
I do kinda disagree with the idea of gem upkeep though. Its not generally like most summons are to strong. Would rather put gold upkeep on some things without instead.