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fort [2023/08/04 16:20] exasperatedcultist Removed claim that Asphodel is only nation with Very Primitive Forts (not true, LA Xib has them too) |
fort [2023/10/08 20:28] (current) power_mac [Table] Updated fort of ancients to reflect correct research level |
Note that ritual forts cannot be cast on top of existing forts -- the fort must be demolished before a ritual can be used to replace it. | Note that ritual forts cannot be cast on top of existing forts -- the fort must be demolished before a ritual can be used to replace it. |
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^ Generic ^^^^ | ^ Generic |||| |
^ ??Living Castle?? | //Conjuration 7// | {{path>N4W1}} • {{gems>40N}} | Can only be cast underwater\\ Range 4 | | ^ ??Living Castle?? | //Conjuration 7// | {{path>N4W1}} • {{gems>40N}} | Can only be cast underwater\\ Range 4 | |
| ::: | Fortress of Kelp and Coral: +1 CP, 400 Wall Integrity.\\ One way for land nations to secure an underwater invasion. ||| | | ::: | Fortress of Kelp and Coral: +1 CP, 400 Wall Integrity.\\ One way for land nations to secure an underwater invasion. ||| |
^ ??Wizard's Tower?? | //Alteration 8// | {{path>E4}} • {{gems>50E}} | Range 4 | | ^ ??Wizard's Tower?? | //Alteration 8// | {{path>E4}} • {{gems>50E}} | Range 4 | |
| ::: | Wizard's Tower: +1 CP, 1000 Wall Integrity.\\ A strong throne rush or late game spam fort due to its grand citadel-tier wall integrity and relatively accessible path requirement. Rather expensive, however! ||| | | ::: | Wizard's Tower: +1 CP, 1000 Wall Integrity.\\ A strong throne rush or late game spam fort due to its grand citadel-tier wall integrity and relatively accessible path requirement. Rather expensive, however! ||| |
^ ??Three Red Seconds?? | //Blood 8// | {{path>B5}} • {{gems>120B}} | Range 4 | | ^ ??Three Red Seconds?? | //Blood 8// | {{path>B5}} • {{gems>120B}} | Range 4 | |
| ::: | Citadel of Power: +2 CP, 750 Wall Integrity.\\ Notable for being the only ritual fort with a +2 CP bonus. Blood Nations that can't build citadels can demolish their capital fort and replace it with a Citadel of Power to increase cap mage production. {{gems>120B}} is also quite affordable compared to the {{gems>50E}} required to cast ??Wizard's Tower??, at least for proper blood nations. ||| | | ::: | Citadel of Power: +2 CP, 750 Wall Integrity.\\ Notable for being the only ritual fort with a +2 CP bonus. Blood Nations that can't build citadels can demolish their capital fort and replace it with a Citadel of Power to increase cap mage production. {{gems>120B}} is also quite affordable compared to the {{gems>50E}} required to cast ??Wizard's Tower??, at least for proper blood nations. ||| |
^ National ^^^^ | ^ National |||| |
^ ??Grow Fortress?? | //Alteration 0// | {{path>N4}} • {{gems>35N}} | [[pangaea ea | EA Pangaea]], [[asphodel ma | MA Asphodel]] and all ages of [[Oceania]]\\ Range 0, can only target forests or kelp forests((Can only target the same province as the lab it is cast from.)) | | ^ ??Grow Fortress?? | //Alteration 0// | {{path>N4}} • {{gems>35N}} | [[pangaea ea| EA Pangaea]], [[asphodel ma| MA Asphodel]] and all ages of [[Oceania]]\\ Range 0, can only target forests or kelp forests((Can only target the same province as the lab it is cast from.)) | |
| ::: | Bramble Fort (land) or Kelp Fort (underwater): +1 CP, 150 Wall Integrity.\\ Starting fort for EA Pangaea and EA and MA Oceania. Notably the only way for EA Pangaea, EA Oceania, and MA Asphodel to build +1 CP forts. ||| | | ::: | Bramble Fort (land) or Kelp Fort (underwater): +1 CP, 150 Wall Integrity.\\ Starting fort for EA Pangaea and EA and MA Oceania. Notably the only way for EA Pangaea, EA Oceania, and MA Asphodel to build +1 CP forts. ||| |
^ ??Fort of the Ancients?? | //Alteration 4// | {{path>N4}} • {{gems>35N}} | [[pangaea ma | MA]] and [[pangaea la | LA Pangaea]]\\ Range 0, can only target forests or kelp forests | | ^ ??Fort of the Ancients?? | //Alteration 5// | {{path>N4}} • {{gems>35N}} | [[pangaea ma| MA]] and [[pangaea la| LA Pangaea]]\\ Range 0, can only target forests or kelp forests | |
| ::: | Bramble Fort (land) or Kelp Fort (underwater): +1 CP, 150 Wall Integrity. ||| | | ::: | Bramble Fort (land) or Kelp Fort (underwater): +1 CP, 150 Wall Integrity. ||| |
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===== See More ===== | ===== See More ===== |
* [[https://docs.google.com/spreadsheets/d/1pHYImkVX9ACTKtHlJZ3-tHKzmGInHxCxHdC8dFo7HIA/edit#gid=0 | Dominions 5 Forts Spreadsheet]] | * [[https://docs.google.com/spreadsheets/d/1pHYImkVX9ACTKtHlJZ3-tHKzmGInHxCxHdC8dFo7HIA/edit#gid=0 | Dominions 5 Forts Spreadsheet]] |