Passed Idea ~ Oceanic Forts

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DeletedUser

Guest
In my opinion the Fort is not supposed to be another cities that can worship a god or anything like that. It is supposed to be a monument of power.

And who would control the building of the Fort?

(Edit- A governor?)
 

Varun

Strategos
Nope. the founder or the person having founder rights...

P.S. Temples, barrracks and harbours are sources of powers. To keep it authentic Greek. In olden Greek days, worshipping a god in a temple was power. So we are introducing olden Greek style in modern Fort-field. :)
 

DeletedUser

Guest
I think that would overcomplicate matters.

How about getting the Fort idea through, and them posting an improvement idea with that in proper Format.
 

DeletedUser

Guest
Instead of building stuff just include an option to research the things you want directly from the fort.
 

DeletedUser19043

Guest
I would go for maybe a bit more than 50,000 of each resource as 50,000 can be achieved within a day...
Other than that, sounds good.
 

DeletedUser

Guest
Wait, so would prefer for everyone to have the bonus? But that's a pretty good idea.

1 lvl 3 Fort will give you 7.5% Attack Bonus
2 lvl 3 Forts will give you 10% Attack Bonus + 5% Resource Prod.
3 lvl 3 Forts will give you 12.5% Attack Bonus +5% Resource Bonus + 5% Favour Bonus
4 lvl 3 Forts will give you 15% Attack Bonus + 5% Resource Bonus + 5% Favour Bonus + 5% Defense Bonus.

However if the devs can code it, I personally would prefer Forts to give local bonuses.



That is an interesting idea.

So the Fort would pretty much be an advanced city that an alliance could have?

Yes 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%


the fort can be attacked by any enemy alliance and to defend you must send troops to support. If an enemy attack kills all the players in the fort you can send a CS if your CS is successful the fort will be destroyed.
 

DeletedUser

Guest
I think that would overcomplicate matters.

How about getting the Fort idea through, and them posting an improvement idea with that in proper Format.

Re-formatting the thread would be a good idea, as your ideas have changed significantly since the start of this thread.
 

DeletedUser

Guest
Re-Formatted to suit the current climate.

There are 2 issues that we need to resolve together

-What should the initial resource cost be? (Currently it is 50,000 resources of every resource)
-What should the bonusses be?

Yes 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%

And does everyone agree on the governor idea? A governor is appointed by the Founder to build the buildings and control the Fort.
 

DeletedUser

Guest
Yes the governor is a good idea but only have one to keep it simple.
 

DeletedUser

Guest
Yes only one. Who is appointed by the Founders of the Alliance.
 

DeletedUser

Guest
The bonuses can be enhanced a little because giving a huge amount of resources just for a 5% of speed isn't worth it.
I suggest:
1) Don't build buildings in a fort. Just be able to research the whole stuff because if you want to build then you should consider population and how will population be deducted will it be only deducted from the founder (which is completely unfair) or will it be deducted from the alliance as a whole (which is too hard to implement and may cause HUGE glitches and bugs considering that a member has 0 population and that can cause a negative population and the members will start not agreeing etc...). So I propose researching and you can add research points by upgrading the fort (just like the academy).

2) Improve the % to maybe 15% cause 5% is really silly for that much resources spent on something. Once a fort's made the warehouse limit can increase to reach a 30,000 limit. Increase the free academy research points from 3 to 6-7. The farms will have +100 population.

As you see the benefits of the fort are huge which will make conquering a fort an another important aspect of Grepolis. To balance this once you conquer a fort you will definitely be the target of all the alliances in your ocean because you have a fort so before taking the fort think if it's worth it to become a "public enemy" in that ocean.
 

DeletedUser

Guest
I think you misread:

A level 3 Fort will automatically give you 7.5% Attack Bonus. So your troops are 7.5% stronger.

But the research concept is a good one.

lordmyron said:
Yes 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%

Instead of them being named after buildings, we should go more for the concept of research, as Hagop stated.

Anyone have some good names for the research?
 

DeletedUser

Guest
Love improved: Does Agora's bonuses.
Improved gathering: Does resource bonuses.
resource bunks: Improves merchant rates and quantity of resources.
Underground room: Improves warehouse resources hiding to 30,000.
Advanced spying: Cave upgrades
Concrete Wall: Wall improvement.
Forced Arming: Improves barracks and harbor.
Sign of the gods: Favor boost
Baby boom: Population addition
Keep: Tower improved
 

DeletedUser

Guest
To summarise:

You can construct a Fort for a set amount of resources, which can be sent in from any alliance member. First Alliance to put in the certain amount of resources and press construct gains control of the Fort.

The Fort is placed under 7 days no attack time, while the Alliance fortifies and restrengthens.

The Founders of the alliance can appoint a single member to the position of Governor of the Fort. This Governor has control of the Fort and can research constructions in the Fort:

Love improved: Does Agora's bonuses.
Improved gathering: Does resource bonuses.
resource bunks: Improves merchant rates and quantity of resources.
Underground room: Improves warehouse resources hiding to 30,000.
Advanced spying: Cave upgrades
Concrete Wall: Wall improvement.
Forced Arming: Improves barracks and harbor.
Sign of the gods: Favor boost
Baby boom: Population addition
Keep: Tower improved

These researches have 3 levels. Level 1 (Minor Improvement). Level 2 (Medium Improvement). Level 3 (Huge Improvement).

Once construction of the Fort is complete it is a Level 1 Fort. The Fort can be increased through putting in resources into the Fort, and built up.

Every level the Fort is upgraded the more bonusses the Alliance gains from the Fort, also the Governor has the option to research researches further when the Fort is upgraded higher.

For example:

Concrete Wall Level 1 Research. Requirements Level 1 Fort (5% Wall Bonus Increase)
Concrete Wall Level 2 Research. Requirements Level 2 Fort (10% Wall Bonus Increase)
Concrete Wall Level 3 Research. Requirements Level 3 Fort (15% Wall Bonus Increase)
 

DeletedUser

Guest
Just a reminder:

This idea is still active. Feel free to add on further comments/critism.
 
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DeletedUser

Guest
As lovely as this is an idea if I were a defender occupying 75+% of an ocean, to throw a random percentile out: the game is polarized as it is with MRAs, elite groups, and coalitions roaming about. Adding another element that increases an alliances strength over a particular position slants the game further towards the defender, as well as those who create alliances large enough to stave off any and all attacks through sheer numbers. This could only see an implementation in worlds with alliance caps of 50 or less, otherwise worlds will become heavily divided needlessly, and those with offensive capabilities would find themselves even further nullified.
 

DeletedUser

Guest
Hmmm maybe add a research that either increase the attack or the defense of an alliance??? That way that alliance can either choose defense or offense and has no chance to cancel the research.
 

DeletedUser

Guest
Hmmm maybe add a research that either increase the attack or the defense of an alliance??? That way that alliance can either choose defense or offense and has no chance to cancel the research.

That's a decent idea. So we would have 4 pillars of research

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)

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

DeletedUser24661

Guest
what about instead of making a fort a whole ocean fights for each alliance with over 500,000 points have the opportunity to turn one island that is completely owned by them no other alliance or players just that alliance into a fort or HQ for the island, you build a navy in it and troops from a set population maybe 2000 or something and it also has like a twist something like everyone spends their own resources buying naval units and land units, but one player can send out all the units to attack/support and it acts like a normal attack/support you cant use the units until they come back and the sea fort takes say 400,000 total resources to make lvl one from a total of 5 the resources can be delivered by a tab under the market and each act's like city wall and tower making it a big fortress but can be attacked and units can be killed
 

DeletedUser

Guest
Well guys are we all happy with this?


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)

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

The Fort is placed in the center of the Ocean, and is constructed by the first alliance to place a certain amount of resources into the Fort. After 7 days the Protection is removed, and any alliances can attack the Fort.

All attacks on the Fort are only visable to the defender through which alliance is attacking them, not the specific player that is attacking them.

The Alliance holding the Fort can Level the Fort up, and build it up to reach a high level, to give the possibility to research better things.

If an attack from another alliance breaks through all of the defender's support a 24 hour timer starts, where Attacker must hold the Fort for 24 hours from the Defender. When the time is complete the Fort is transferred to the other alliance, with all of its research and stature, the new alliance's Founders/Leaders can appoint a Governor who can research and control the Fort.
 
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