Passed Idea ~ Oceanic Forts

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DeletedUser

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Proposal- The implementation of Forts within every Ocean in the center.

These Forts can be conquered by the dominant alliance in that Ocean, the Forts would give the alliance's cities in that specific Ocean a bonus (to be decided what the bonus is).

Reason- To make Ocean dominance a more important part of the game, and to spice up the game a bit.

Original Details
Details- A Fort will be placed in the center of each Ocean.

These Forts when conquered/allocated will give the Alliance that they are conquered by/allocated to a specific bonus, for example resource production increase, or attack bonus, or defense bonus (to be decided).

The Forts will create more tension in a region if given enough benefit, and will be likely to make Grepolis a more aggressive environment, where war is a more dominant feature :)

This will also mean that alliances will try to 'take an Ocean' and control that Ocean, which will give the game another strategic dimension.

Revised Details

-A Fort is placed in the center of an Ocean. The Fort starts up as an empty construction site.

-Alliances can put in resources into a Fort to construct it, the first alliance to put in 50,000 resources per resource, get's the Fort to begin with. The Fort once constructed is placed under 7 days of no attack mode, where it cannot be attacked.

-Forts once the 7 days are up, can be conquered by an alliance. To conquer a Fort, the alliance clear the Fort of its defenders, and occupy the Fort for 24 hours. (No CS required). When an attack gets through it automatically remains as an occupation.

-Fort give Attack bonusses to all attacks originating from that Ocean. (Lvl 1 Fort 3% Attack Bonus, Lvl 2 Fort 5%, lvl 3 Fort 10%)

Revised 2 Details

The Fort would be a central landmark in every Ocean. It could be conquered by an alliance by putting in a sum of resources initially. Once the initial construction of the Fort has taken place, the Fort is placed under a no attack period from other alliances for 7 days, while the alliance puts it's defences around the Fort.

The Fort is basically like an advanced city, and is put under the control of a Governor. The Founder's of an alliance have the right to appoint Governors. These Governors have the control of what to build in the Fort etc.

Something like this would be the applicable bonusses granted through a Fort:

It is an advanced city I like the idea of a governor to control the fort. for each level of barracks it would speed up land recruitment by a small percentage that when all 30 levels are complete will give 5% bonus.

The Buildings-all buildings have 5 levels except special buildings
Senate-controled by governor(s), choose buildings to be expanded here
agora-speeds up festival, victory procession, theater plays and Olympic games
resource buildings-when fully expanded increases resource production by 5%
market- increases trade max by 5%
warehouse- players send resources to the warehouse
cave- speeds up espionage 5%
City wall- increases defense of soldiers in the fort, same bonus as other cities
barracks/harbor- speeds up all recruitment by 5%
temple- increases favor production by 5%
Academy-allows 3 extra research points
farm-allows 5% more population for cities on the island only
tower- increases defense same amount as other city
lighthouse-increases speed or support and attacks sent from the ocean by 5%
divine statue- increases favor production by 1%

It has yet to be modified, however that is currently the agreed status of the bonusses.

The Fort after the 7 initial no attack period, can be conquered by other alliances.

If an attack breaks through the Fort's defences it is immediately put under Conquest. If the attackers hold the Fort for 24 hours. The Fort is theirs. There is no CS requirement currently.

The Fort will have no militia, and the morale on the Fort will be 100% always.

Revised 3
There is to be a gap between Forts being added to the world, and the start date. The suggested date is 3 months. This is to allow for alliances to grow and expand.

Warrior Pillar- (You can go Offensive or Defensive)
Scavenger Pillar- (You gain more resources)
Hunter Pillar- (Your population increases)
Priest Pillar- (Your favour income is increased)

Every pillar you have 2 directions to go

Warrior
-Offensive
-Defensive

Scavengers
-Units carry more resources
-Gain more resources through buildings

Hunter
-Gain more population
-Your unit production is sped up

Priest
-You gain more favour income
-You have a high favour maximum

For every pillar you need to choose 1/2 as your research. Max level research is lvl 3.

Lvl 1 Research requires- Lvl 1 Fort (+ Resources)
Lvl 2 Research requires- Lvl 2 Fort (+Resources)
Lvl 3 Research requires- Lvl 3 Fort(+Resources)

Revised 4

-There will be a central island in the ocean.
-Only one fort can be built on that island.
-The Fort will be created at a set period. For example when alliance have amassed 50M points.
-The fort gives the winning alliance +10% bonus in attack and defence while +2% bonus in defence to other alliance players in that ocean.
-The Fort can be taken by sending units to attack the Fort. The Alliance that clears it automatically takes the Fort. No CS is required to take the Fort merely an attack breaching the defense of the Fort.
-The fort can now build a temple, barrack and harbour within it for defence.(Optional)
-Every unit killed in a fort gives more BP than the others.

Everything is decided by the governor who is appointed by a founder/leader of the alliance.

Balance- Will swing the balance towards to dominant alliance in that region, but if the advantage is carefully decided then the balance will not be changed drastically.

Abuse- The overall domination of one alliance over all?

But this is already a prevailing feature of the game. And since Grepolis worlds are massive with more than enough Oceans, I believe the advantage will be spread well.

Summary- The implementation of Forts into Grepolis, which will give an advantage when conquered/allocated to an alliance.



As per all my ideas, I welcome critism and thoughtful comments, however no trolling where you just meaninglessly repeat 'I don like it'....

Improvements

Varun said:
1. Weaker alliance losses
2. Cost
3. Perks

Now, first we need to build this fort. Something like a wonder although different from it. All the players in the particular ocean will have to contribute in building the fort. Say, it takes around 10000k to build one from scratch.

Then, there will be a cooldown time of a week during which the players can re-establish their resources and continue growing during which none of the alliance can own the fort.

After the week has gone, any alliance can conquer the fort.

It can be done that to win a fort there will be random conditions like one fort needs to have 20000 biremes defending it and the first alliance to do so will own it or say some other fort of some other ocean will already have units once the cooldown period is over i.e. 10000 of each troop (bireme, trireme, horses, hoplite etc.) and whoever kills the most wins. for such forts there can be some kind of alliance bar which will show the total units killed and so on.....

This minimises the alliance loss since all will have to work to build and to obtain the fort.

Cost: As discussed above. But, whatever is suitable.

Perks: Several perks can be included. Such as....

1. Conquering alliance will get 10% bonus in attack for the players in that particular ocean
2. Contributing alliance (but not conquering) will get 5% bonus in attack for the players in that particular ocean.
3. Anything else suitable but for forts I suppose attack and/or defence would do. Maybe more bonuses or more alliance points or maybe a new 'fort world' can be made as the players owning forts would obviously be elite class as so much resources are used. (can be something like the hero world) '

WAVEBREAKER said:
Should we have Fort levels?

Fort Lvl 1- 50,000 per resources (3% Attack Bonus for Alliance)
Fort Lvl 2-75,000 per resource (5% Attack Bonus)
Fort Lvl 3-125,000 per resource (10% Attack Bonus)

Alliances can build up Forts/conquer them a week after they have been set up by an alliance.
 
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DeletedUser

Guest
No never. It's just making the strong alliances/people stronger. The idea of making ocean dominance is a nice idea, but this definitely is not the way to do it. Also, some people would be closer to it than others. If the fort is in the center of the ocean, then the people on the edges and a fair amount inward still probably couldn't reach with without a stepping stone city.

Overall, terrible idea.
 
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DeletedUser

Guest
Just because you are closer to the Fort does not mean that you will be affected by it greater/less than it.

If your alliance are dominant in that Ocean, they must take the center anyway.

Anyway the rewards would not be massive enough to make 'strong alliances/people stronger' dramatically as you put it.
 

DeletedUser

Guest
I believe they tried this once early on (Alpha and Beta). It never really worked.
 

DeletedUser

Guest
A comparable equivalent, the forts took so much conquering that the wise alliances attacked the cities of those that attempted to take it... Alliances supported the "grey" fort, so they could tell who was attacking and take their cities.
 

DeletedUser

Guest
Why don't we make the Fort empty, with enough bonuses so alliances want to get the Forts, and not leave them grey?
 

DeletedUser

Guest
even if they started empty, you'ld get people sticking biremes in them to see who is attacking it.
 

DeletedUser

Guest
Also you are unable to just support the Fort, you can either own the Fort, and defend the Fort.

Or attack the Fort.

You wouldn't be identified exactly who attacked the Fort, however you would be notified of what alliance attacked the Fort.
 

DeletedUser23986

Guest
maybe, attacker needs to declare war on fort, which may cost 400 favor per god!then there will be 12hrs for the supporter to defend the fort, and only after that attacks can be launched!
 

DeletedUser

Guest
I like the idea, an equivalent of the fort battle system on The-West, but I don't think it would work in Grepolis. +rep for the idea, though.
 

DeletedUser18132

Guest
Don't really like it, as it would make one alliance dominant with a bonus, and it would make other alliances from the same ocean struggle to survive.
 

DeletedUser

Guest
then how can you defend a fort if it is unsupportable...

You place a defence force in the Fort. The player that sends troops only receives intel on the alliance that attacked, not the individual player, to prevent what happened on Alpha and Beta occuring.

Don't really like it, as it would make one alliance dominant with a bonus, and it would make other alliances from the same ocean struggle to survive.

If we made the bonus small enough, the difference would be manageable. However most big alliances are spread over several Oceans, and it would make it more interesting when the big alliances overlapped onto an Ocean.

It would create more tension and dramatics as the large alliances fought over dominance over an Ocean, when before they were perfectly happy with co-dominance.
 

DeletedUser

Guest
But now you're talking about seriously nerfing the bonus, and if it's that bad who would want it?
 

Varun

Strategos
Hmm... The idea's good. But how bout some tweaks? :)

Let's go step- by- step:

We will address the following problems:

1. Weaker alliance losses
2. Cost
3. Perks


Now, first we need to build this fort. Something like a wonder although different from it. All the players in the particular ocean will have to contribute in building the fort. Say, it takes around 10000k to build one from scratch.

Then, there will be a cooldown time of a week during which the players can re-establish their resources and continue growing during which none of the alliance can own the fort.

After the week has gone, any alliance can conquer the fort.

It can be done that to win a fort there will be random conditions like one fort needs to have 20000 biremes defending it and the first alliance to do so will own it or say some other fort of some other ocean will already have units once the cooldown period is over i.e. 10000 of each troop (bireme, trireme, horses, hoplite etc.) and whoever kills the most wins. for such forts there can be some kind of alliance bar which will show the total units killed and so on.....

This minimises the alliance loss since all will have to work to build and to obtain the fort.

Cost: As discussed above. But, whatever is suitable.

Perks: Several perks can be included. Such as....

1. Conquering alliance will get 10% bonus in attack for the players in that particular ocean
2. Contributing alliance (but not conquering) will get 5% bonus in attack for the players in that particular ocean.
3. Anything else suitable but for forts I suppose attack and/or defence would do. Maybe more bonuses or more alliance points or maybe a new 'fort world' can be made as the players owning forts would obviously be elite class as so much resources are used. (can be something like the hero world)

Anyways, that's my tweak. Other ideas are welcome. :)
 

DeletedUser

Guest
I agree with Varun completely.

Great contribution! A very well deserved +Rep!!!!
 
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