Difference between revisions of "Fortress"

From TheReincarnation
Jump to: navigation, search
m (Rearranged, added TOC.)
 
(20 intermediate revisions by 7 users not shown)
Line 1: Line 1:
This is the symbol of your power, as well as defending place for your military. Without a fortress, you have no way to order your people to perform certain tasks. After losing your last fortress, you must start everything from the ashes.
+
==Introduction==
  
Upkeep per fort = 270 + 30 * number of fort
+
Forts are the symbol of an archmage's power, as well as the defensive bastions of his military. When a kingdom's last fortress is destroyed, its ruler is slain and will need to reincarnate a new soul from Hell to return to Terra.
  
It is assumed that no heroes, spells, and items are affecting the H.P.of your units. You will only gain H.P. while defending. Attacking will not raise your unit's H.P.
+
Each fort adds a value of 19,360 to its kingdom's net power. However, forts beyond the first 2.5% of a kingdom's land do not (since May 2008) add further net power.  
Q Fortress H.P. Bonus.
+
 
less than 0.67% 0 increase
+
Each fort also provides residential space for 500 people.  
0.67 20
+
 
1.00 30
+
==Health Points Bonus==
1.33 40
+
Forts above a certain level also give a bonus to the [[Health points|health points]] of all units in a defending army. A base HP bonus of 10% on [[regular|regular attacks]] and 20% on [[siege|siege attacks]] always applies. Having more than 0.67% of kingdom land in forts makes the bonus increase linearly until a maximum bonus of 37.5% on regulars, and 75% on sieges, is reached at 2.5% of kingdom land.
1.67 50
+
 
2.00 60
+
==Upkeep==
2.33 70 max
+
The upkeep of forts differs from that of other buildings in that each additional fort built has a higher upkeep than the last one. This means that building a large amount of forts can very quickly cause a significant increase in geld upkeep.
 +
 
 +
The upkeep ''U<sub>n</sub>'' of the ''n''th fort is:
 +
 
 +
''U<sub>n</sub> = 240 + 60n''
 +
 
 +
It follows from this that the total upkeep ''U(n)'' for ''n'' forts is:
 +
 
 +
''U(n) = 240n + 30n(n+1)''
 +
 
 +
==Hint==
 +
As a rule of thumb, keeping 1% forts is usually a good idea. It provides a useful defensive bonus and security in the event of hostility, without costing large amounts of geld to upkeep, or raising the kingdom net power so much that mages with a much bigger army will be in range to attack.
 +
 
 +
==Past Usage==
 +
Following changes to [[oversummoning]], Fort Halling was a decent way to gain power and rank during [[Armageddon]]. This is no longer the case because the ''Forts above 2.5% do not increase your power'' [http://www.the-reincarnation.com/viewtopic.php?f=5&t=200&start=30 design change].
 +
[[Category:Buildings]]

Latest revision as of 00:36, 15 December 2011

Introduction

Forts are the symbol of an archmage's power, as well as the defensive bastions of his military. When a kingdom's last fortress is destroyed, its ruler is slain and will need to reincarnate a new soul from Hell to return to Terra.

Each fort adds a value of 19,360 to its kingdom's net power. However, forts beyond the first 2.5% of a kingdom's land do not (since May 2008) add further net power.

Each fort also provides residential space for 500 people.

Health Points Bonus

Forts above a certain level also give a bonus to the health points of all units in a defending army. A base HP bonus of 10% on regular attacks and 20% on siege attacks always applies. Having more than 0.67% of kingdom land in forts makes the bonus increase linearly until a maximum bonus of 37.5% on regulars, and 75% on sieges, is reached at 2.5% of kingdom land.

Upkeep

The upkeep of forts differs from that of other buildings in that each additional fort built has a higher upkeep than the last one. This means that building a large amount of forts can very quickly cause a significant increase in geld upkeep.

The upkeep Un of the nth fort is:

Un = 240 + 60n

It follows from this that the total upkeep U(n) for n forts is:

U(n) = 240n + 30n(n+1)

Hint

As a rule of thumb, keeping 1% forts is usually a good idea. It provides a useful defensive bonus and security in the event of hostility, without costing large amounts of geld to upkeep, or raising the kingdom net power so much that mages with a much bigger army will be in range to attack.

Past Usage

Following changes to oversummoning, Fort Halling was a decent way to gain power and rank during Armageddon. This is no longer the case because the Forts above 2.5% do not increase your power design change.