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Author Topic: Raid Army Controller & Infrastructure (Strategic Planning)  (Read 561 times)

FantasticDorf

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Raid Army Controller & Infrastructure (Strategic Planning)
« on: January 08, 2019, 06:24:24 pm »

The raiding system is nice, but more complexity with some additional input of messengers would improve the system and overall movements of army controllers in general, ready for greater improvements of the system to come.

Multi-Jointed raiding journey planning
  • Instead of a single direct route, you can send a mission to position a raiding squad as a unit to go and wait at a particular place, either summoning them back with a messenger, or fowarding instructions for them to go somewhere else in the field with them relaying information to you with their own messengers while they wait lingering in the economic or controlled town as visitors if welcomed (goblins will attack you anyway or force your dwarves out after a day)
- Detail a outlying multi directional plan for the raiding party to follow as long as its successful and not intermittedly interrupted, if some dwarves make it back they'll detail the report of the whole route, including losses. A army (a very large and competent raiding force) could fight multiple sites in a string of battles or be chartered to conquer a site, send a messenger to determine which squads to leave to look after the site then return back.

  • To attack certain enemies, multiple jointed commands have to be issued to navigate as well as more effectively speed razing a civ with your skirmishing (see below)
Quote
You must (travel north to our controlled/allied province of 'Bracepaddled' day and a half travel), then take the connected road (1/2 travel time) to the human town of Acerushed.

From the recently conquered goblin tower of Hexdevils, go there, then take the tunnel connected route to their second offshore tower Deviltombs on the island of "The Widowed Isles"

Tunnels and Roads:
  • Raids should acknowledge bridge crossing points for major rivers, and detour through infrastructure or bridges like normal travellers do and travel under and through friendly fortressess to pass mountains in tunnels
  • Over time economically linked sites will build roads and tunnels to you, with appropriate passages of traffic which other army controllers will use such as trade caravans or enemy sieges also respective to your current fortress site, leaving via the top or the underground.
  • Mountain halls and offshore holdings have to be attacked through tunnel connected fortresses which happens when they economically link to them, the tunnel won't be visible to you unless you own the connected site.
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compsognathus

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Re: Raid Army Controller & Infrastructure (Strategic Planning)
« Reply #1 on: January 09, 2019, 05:17:51 pm »


I agree and i add:

-Sentinel teams could be sent out of the fortress, far around the fortress, they will warn in advance the coming of the monsters/enemy. (if they manage to escape or the monster/enemy does not see them). Teams require monthly or weekly change of guard. Something could happen to the sentries and do not guard the fortress, letting surprise attacks pass (as it happens now). If there are no attacks, but the sentinels do not return to the fortress for the change of guard, investigate on the spot.



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