Difference between revisions of "Fortress"
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− | + | ==Introduction== | |
− | Forts | + | 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. | |
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− | Forts also | + | ==Health Points Bonus== |
− | + | 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. | |
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==Upkeep== | ==Upkeep== | ||
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''U(n) = 240n + 30n(n+1)'' | ''U(n) = 240n + 30n(n+1)'' | ||
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+ | ==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== | ==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]. | 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]] | [[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.