Build the fort where the monsters will notice it eventually, and wait till they come after it. While proper AI opponents will ignore forts, that stack of bone dragons you've been ignoring for 500 turns will not. I use Tigrans to get a little extra cash per city, Draconians to get a little extra mana per city, or whichever race has useful racial bonuses I want to unlock.Ģ, Monster bait. The objective here is to pack as many mana and casting point producing structures into as small a space as possible, so that I can spam and disjunct to my heart's content. When that happens, I build a cluster of wooden forts and settle towns in them that have no space for growth. I'm a defensively minded player, which means that I often am to conservative and my games get a little grindy. I'd also like to add a couple of uses for forts to the listings already made.ġ, Border blockers. By positioning your forces well, you can make your fort a three tile wide roadblock, instead of just a one tile wide. If I recall correctly, an attack on a tile adjacent to the fort causes the fort to be pulled into the fight. Perhaps you should try to use three stacks of army instead of just the one stack on the fort. It's just that they are a bit simplistic, and hard coded to go for the softest target without any "long term planning", so to speak. No disrespect to Vontos, I love his channel, this is meant to be a cautionary tale. This video is an example of an experienced player getting crushed by emperor AI due to a combination of factors, luck and poor starting location being prominent ones. In general if an enemy AI doomstacks are gunning for you and they have at least moderate chance of winning against your fort, they shouldn't hesitate. Same sort of behaviour can be seen in tactical combat where they sometimes block their fellow teammates and have to take long circuitous routes. If enemies are bypassing your garrisoned fort, it may be because they have other target assigned and they have a nearby viable path because they see your fort not as a target but as an obstacle. To act as 1 tile chock points (cave entrances, bridges, mountain passes). Other times your early fort can steal important structures from nearby enemy cities. Often you will find key structures like hearts or other resource nodes in places you don't want a city. To expand your domain and sometimes block off enemy domain.
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