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fort [2022/08/10 12:06] wigglefig adding conditions under which ritual fort may be interrupted, a bit more detail in ritual fort blurb |
fort [2023/10/08 20:28] (current) power_mac [Table] Updated fort of ancients to reflect correct research level |
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| * Forts provide a bonus to recruitment points for units as well as commanders. | * Forts provide a bonus to recruitment points for units as well as commanders. | ||
| - | * Forts unlock the full resource output of their province (provinces without forts only have half their true resources available), as well as drawing a percentage of the true resources of neighboring unforted provinces according to their admin value. If a province is surrounded by forts which have a combined admin > 100, it will have no resources left for itself and will no longer be able to recruit units or commanders. | + | * Forts unlock the full resource output of their province (provinces without forts only have half their true resources available), as well as drawing a percentage of the true resources of neighboring unforted provinces according to their admin value. If a province is surrounded by forts which have a combined admin > 100, it will have no resources left for itself and will no longer be able to recruit units or commanders. |
| + | * Land provinces do not draw resources from neighbouring underwater provinces or the other way around. | ||
| Forts also provide significant defensive and economic benefits: | Forts also provide significant defensive and economic benefits: | ||
| - | * Enemy armies that conquer a province with a fort do not automatically capture it; they must first [[siege|besiege]] it and destroy the walls before storming. Higher-tier forts with have more wall defenders when they are stormed. | + | * Enemy armies that conquer a province with a fort do not automatically capture it; they must first [[siege|besiege]] it and destroy the walls before storming. Higher-tier forts will have more wall defenders when they are stormed. |
| * While a fort is under siege, it will provide supply to the defending army equal to its Supply Storage divided by the number of turns since the siege began. | * While a fort is under siege, it will provide supply to the defending army equal to its Supply Storage divided by the number of turns since the siege began. | ||
| - | * A forted province' | + | * A forted province' |
| * Income may only be collected from a province if a path can be traced between it and a friendly fort. | * Income may only be collected from a province if a path can be traced between it and a friendly fort. | ||
| * Forts increase the income of the provinces they are built in by a percentage equal to half of their administration value. | * Forts increase the income of the provinces they are built in by a percentage equal to half of their administration value. | ||
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| ==== Primitive, Standard and Advanced Forts ==== | ==== Primitive, Standard and Advanced Forts ==== | ||
| - | A nation' | + | A nation' |
| " | " | ||
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| ===== Fort Types ===== | ===== Fort Types ===== | ||
| - | |||
| - | If a nation has no modifier on their forts other than the usual primitive/ | ||
| //Fort stats courtesy of the [[https:// | //Fort stats courtesy of the [[https:// | ||
| ==== Default Forts ==== | ==== Default Forts ==== | ||
| + | If a nation has no modifier on their forts other than the usual primitive/ | ||
| ^ Image | {{: | ^ Image | {{: | ||
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| ==== Fortified Cities ==== | ==== Fortified Cities ==== | ||
| - | Fortified Cities are distinguished from the default upgrade path by their tier one fort providing +1 CP rather than having no CP bonus. However, | + | Fortified Cities are distinguished from the default upgrade path by their tier one fort providing +1 CP rather than having no CP bonus. This means that they are much more efficient than the default path if only built for the extra commander point. However, |
| The following nations can build fortified cities: | The following nations can build fortified cities: | ||
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| Ice Forts are available only to [[caelum ma | MA Caelum]] and [[atlantis la | LA Atlantis]], the latter of which can only build them on the coast. These are much cheaper than default forts and are faster to upgrade, but they " | Ice Forts are available only to [[caelum ma | MA Caelum]] and [[atlantis la | LA Atlantis]], the latter of which can only build them on the coast. These are much cheaper than default forts and are faster to upgrade, but they " | ||
| - | For every temperature scale below {{: | + | For every temperature scale above {{: |
| The stats in the table below are for ice forts in {{: | The stats in the table below are for ice forts in {{: | ||
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| ===== Ritual Forts ===== | ===== Ritual Forts ===== | ||
| - | There are a number of [[rituals]] that can construct a fort in a single turn during the magic phase. These ritual forts will land before any movement-phase attacks and are therefore capable of immediately preventing the province from being taken without a siege, making ritual forts critical to many a mid- to late game throne rush. However, other rituals are capable of interrupting the casting of a ritual fort by killing the caster or taking the target province, given the fact that all rituals occur in a random order. | + | There are a number of [[rituals]] that can construct a fort in a single turn during the magic phase. These ritual forts will land before any movement-phase attacks and are therefore capable of immediately preventing the province from being taken without a siege, making ritual forts critical to many a mid- to late game throne rush. |
| 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. | ||
| - | ^ Generic | + | ^ Generic |
| - | ^ ??Living Castle?? | + | ^ ??Living Castle?? |
| - | | ::: | Fortress of Kelp and Coral: +1 CP, 400 Wall Integrity.\\ One way for land nations to secure an underwater invasion. | + | | ::: |
| - | ^ ?? | + | ^ ?? |
| - | | ::: | Wizard' | + | | ::: |
| - | ^ ??Three Red Seconds?? | + | ^ ??Three Red Seconds?? |
| - | | ::: | 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> | + | | ::: |
| - | ^ National | + | ^ National |
| - | ^ ??Grow Fortress?? | + | ^ ??Grow Fortress?? |
| - | | ::: | Bramble Fort (land) or Kelp Fort (underwater): | + | | ::: |
| - | ^ ??Fort of the Ancients?? | + | ^ ??Fort of the Ancients?? |
| - | | ::: | Bramble Fort (land) or Kelp Fort (underwater): | + | | ::: |
| ===== See More ===== | ===== See More ===== | ||
| * [[https:// | * [[https:// | ||