Difference between revisions of "Fortress"

From TheReincarnation
Jump to: navigation, search
(General cleanup.)
m (Rearranged, added TOC.)
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
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 continue playing.
+
==Introduction==
  
Forts above a certain level also give a bonus to the [[Health points|HP]] of your army on defense. 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.
+
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.
  
Forts add to your net power, but only the first 2.5% of your land. (since May 2008)
+
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.  
 
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|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.
  
 
==Upkeep==
 
==Upkeep==

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.