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fort [2022/08/15 21:43]
wigglefig sentence structure
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's [[province defense]] will be nation-specific rather than being based on its original indie type. +  * A forted province's [[province defense]] will be nation-specific rather than being based on its original indie type. This can sometimes be a downgrade.
   * 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's summary screen will indicate what level and type of fort it is able to construct, albeit in a roundabout way. What "standard" forts means is dependent on the age. Nations that can construct "primitive" and "advanced" forts will be able to construct one tier lower or higher than what is standard, respectively. This is extremely significant where it means the nation gets one less CP per fort than the standard for their era (e.g. primitive default forts in the Early or Late Ages). [[rus ea | EA Rus]] is a notable exception in that its "primitive" forts follow their own upgrade path entirely. [[asphodel ma | MA Asphodel]] and [[xibalba la | LA Xibalba]] share the dubious honor of being the only nations with "very primitive" forts.+A nation's summary screen will indicate what level and type of fort it is able to construct, albeit in a roundabout way. What "standard" forts means is dependent on the age. Nations that can construct "primitive" and "advanced" forts will be able to construct one tier lower or higher than what is standard, respectively. This is extremely significant where it means the nation gets one less CP per fort than the standard for their era (e.g. primitive default forts in the Early or Late Ages). [[rus ea | EA Rus]] is a notable exception in that its "primitive" forts follow their own upgrade path entirely.
  
 "Standard" max upgrade tier by age: "Standard" max upgrade tier by age:
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 ===== Fort Types ===== ===== Fort Types =====
- 
-If a nation has no modifier on their forts other than the usual primitive/standard/advanced, then they will follow the [[#default fort]] upgrade path. See the tables below for the specifics of these and other fort upgrade paths. 
  
 //Fort stats courtesy of the [[https://docs.google.com/spreadsheets/d/1pHYImkVX9ACTKtHlJZ3-tHKzmGInHxCxHdC8dFo7HIA/edit#gid=0 | Dominions 5 Forts Spreadsheet]].// //Fort stats courtesy of the [[https://docs.google.com/spreadsheets/d/1pHYImkVX9ACTKtHlJZ3-tHKzmGInHxCxHdC8dFo7HIA/edit#gid=0 | Dominions 5 Forts Spreadsheet]].//
  
 ==== Default Forts ==== ==== Default Forts ====
 +If a nation has no modifier on their forts other than the usual primitive/standard/advanced, then they will follow the default fort upgrade path. 
  
 ^ Image  | {{:misc:gui:palisades.png?nolink}} | {{:misc:gui:fortress.png?nolink}} | {{:misc:gui:castle.png?nolink}} | {{:misc:gui:citadel.png?nolink}} | {{:misc:gui:citadel.png?nolink}} | ^ Image  | {{:misc:gui:palisades.png?nolink}} | {{:misc:gui:fortress.png?nolink}} | {{:misc:gui:castle.png?nolink}} | {{:misc:gui:citadel.png?nolink}} | {{:misc:gui:citadel.png?nolink}} |
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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, they also cost more to build and upgradeand construction takes longer.+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, each tier of fortified city is more expensive to upgrade to and takes longer to construct.
  
 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 "melt" and lose effectiveness in heat scales, and can only be built and upgraded in cold scales. If the temperature rises to neutral or above, construction is halted and can only continue once cold scales return. 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 "melt" and lose effectiveness in heat scales, and can only be built and upgraded in cold scales. If the temperature rises to neutral or above, construction is halted and can only continue once cold scales return.
  
-For every temperature scale below {{:misc:scales:cold.png?14&nolink}}3, all stats of ice forts (with the exception of CP bonus and the base defenders multiplier) decrease by 10%. This means that ice forts take a 30% stat penalty at neutral temperature, and a 60% penalty in {{:misc:scales:heat.png?14&nolink}}3. If an ice fort spends enough turns in heat scales, it is permanently damaged and transforms into a Half-Melted Fort. In this state, the fort can only be restored by destroying it and building a new one in its place.+For every temperature scale above {{:misc:scales:cold.png?14&nolink}}3, all stats of ice forts (with the exception of CP bonus and the base defenders multiplier) decrease by 10%. This means that ice forts take a 30% stat penalty at neutral temperature, and a 60% penalty in {{:misc:scales:heat.png?14&nolink}}3. If an ice fort spends enough turns in heat scales, it is permanently damaged and transforms into a Half-Melted Fort. In this state, the fort can only be restored by destroying it and building a new one in its place.
  
 The stats in the table below are for ice forts in {{:misc:scales:cold.png?14&nolink}}3. The Half-Melted Fort's stats do not scale with temperature. The stats in the table below are for ice forts in {{:misc:scales:cold.png?14&nolink}}3. The Half-Melted Fort's stats do not scale with temperature.
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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, given the fact that all rituals occur in a random order, other rituals are capable of interrupting the casting of a ritual fort by killing the caster or taking the target province. +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??  | //Conjuration 7//  | {{path>N4W1}} • {{gems>40N}}  | Can only be cast underwater and can only target underwater provinces\\ 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.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |||
  
 ===== 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]]
fort.1660599829.txt.gz · Last modified: 2022/08/15 21:43 by wigglefig