Originally posted by Slartibartfast
I have to agree with Quillan here. Leaving an enemy fort in your rear is extremely risky business in real life. The problem with CIV is that lines of supply aren't modelled, so you can choose to bypass these forts.
The solution would be either to:
1) Have ZOCs for forts, or
2) Give attacking units out of supply (due to forts sitting on their supply lines) some hefty penalties.
I have to agree with Quillan here. Leaving an enemy fort in your rear is extremely risky business in real life. The problem with CIV is that lines of supply aren't modelled, so you can choose to bypass these forts.
The solution would be either to:
1) Have ZOCs for forts, or
2) Give attacking units out of supply (due to forts sitting on their supply lines) some hefty penalties.
With proper placement an opposing force would be quite costly to continue to operate in the area unless they dispatched the fort. I'd say something like a 3 or probably 4 square area (a "fat cross", just like the city) would be appropriate.
That is the problem with forts--they offer no proactive measure in reasoning for building them. Aside from the obvious defensive bonus, they don't hold much meaning in the scope of things since they are so easily bypassed, making them very situational. Historically, forts (and castles) were the primary means of establishing control over an area, and that holds largely true up until today (though technically we'd describe such thing as "bases" anymore, I suppose).
Since supply costs are already enabled in the game I can't imagine it would be that difficult of a measure to make forts exert an influence that doubles supply costs for enemy troops within range, although that might require access to the SDK, I expect...
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