Hello, this is a thread made to go together with
0010825: Cave joins fort where economic sites are out of hand, and frankly not very helpful in springing up their suprise barons when droves of goblins tack on their best troll-fur imitation beards and pretend to not intend to invade very soon.
So, what would we like forts (and all derived types) to do?Forts, also known in the game as keeps, castles (and to suggest 'palaces' when owned by elves to their lofty nature) are large defensive structures that hold and protect your nobles like a walnut, often a place where powerful local lords are found and they keep their private armies & staff for their royal needs like the current representation of 47.xx is. For the player the suggestion thread is to make a fortress more than a defensible garrison, but a important asset for managing the
numerous and often useless nobles that clog up the fortress, including long term residents & citizens becoming law givers and positions of importance with no executive power.
As a location managable site, seeing the name and information to manage, fortress members can be sent there to fufill private roles like fort-messenger (who relays informational updates back-and-forth), the royal chef, butler, councillor (acts as a diplomat and advisor) & the garrison captain (who's function is to offer strategic guidance, and act as a personal military strategist for land-owners to co-ordinate their forces as well as implicitly lead siege defence with militia squads stationed there) and also recalled using the fortress messenger.
Since nobles cannot be expelled to join this site, per-fort up to 3 nobles (not excluding the dwarven monarch) can be willingly 'stored' to rule from the fort and give control over the sites entitled to them as vassals, bypassing the nessecity to conquer every site on the map to bring into your influence.
- As mentioned a fort is highly defensible, allowing the restructure of site-defence modifiers to consider attacking small site and not densely populated market sites as low difficulty, compared to attacking a fortress directly.
- Knocking out a fortress with its ruling nobles in it or it passing hands suddenly in response to death of a title holder will make you lose your control of the sites without a active occupation, occupations are lifted when a fort noble related to the site is present since they have a non-puppet ruler to oversee them
- Foriegn civilizations may also wish to dispute the legitimacy why a law-giver of theirs is residing complicitly in your nation, or express unrest over the fact of being vassalized with a uprising army to attack the fort or site, and diplomatic proposals/war declarations on your vassal sites behalf will instead be sent to you with immediate fort-messenger dispatch.
Bandit Forts & BrigandsGenerated by humans & goblins primarily but also any tokened race with [BANDITRY:<%> of population] and [LOCAL_BANDITRY] seperately, these aggressive criminals will settle near your fortress, creating a ominous message about brigands stalking travellers in the countryside. Attracted to your wealth and sending theives & small attacks, they do however serve a purpose in that destroying their encampment allows you to quickly aquire a new fortress holding all of your own conveniently close by.
- Until they are dealt with, caravans without guards will not visit your site, less visitors & goods on those that do arrive will signify to the player that it is not to be ignored along with passing commentary by traders.
When bandit forts are defeated by your site militias sent off on raids to occupy or raze, the annulment of the 'civilization' will cause a diplomat to visit your site and prompt a meeting to agree that they will leave the site and never return (not to resettle another bandit fort immediately after). The player can elsewise agree that they don't care if they wish to continue fighting bandits, and they will re-settle back into the fort jeering dwarven foolishness until they are next routed to do it all over again.
- As expected, bandits are very poorly trained and equipped, however they may have numbers with lots of surrounding banditry nations & a defensive bonus from the fort itself.
- If your site game-overs & loses to bandits, they will control it from that point on as a base of operations with more capacity and loot surrounding settlements with a army of misfits until they are defeated and forced back into their fort by yourself or other world powers
Other places to obtain forts- Conquering a enemy castle/fort (with difficulty
) makes them ready to use, though messengers & militia squads sent away at a distance will have to travel significantly further.
- If your civilization has [BUILDS_OUTDOOR_FORTIFICATIONS] 1 fort (according to site type) may be automatically allocated to be built when your own site ascends in rank to host a land-owner. Effectively giving you a ladder into the game of administrating your government from afar.
Thanks for reading