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[EL] GDD 20 - Sea Fortresses & Ocean Control

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8 years ago
Sep 2, 2016, 3:27:57 PM

SEA FORTRESSES & OCEAN CONTROL


Overall Rationale

Sea Fortresses are strategic locations on the water for players to fight over. They are a focal point for naval warfare as they provide powerful economic and strategic bonuses. Some of their empires’ strategic and luxury resources will now come from their facilities rather than from land-based deposits. Managing to control every fortress in a region should grant still greater rewards.


Sea Fortresses


Sub-rationale

Oceans are vast expanses so fleets are liable to pass each-other by, like ships in the night. Literally. Creating strategically important points of interest will focus naval conflict around a finite set of positions so that players don't spend their time chasing down ghost-ships.



Feature Overview

An ocean region can contain between 0 and 3 fortresses depending on its size and topological importance: how connected it is to islands, continents and other oceans. Simply put the more “strategically interesting” an ocean is the more fortresses it will tend to have. It is possible to take control of fortresses through diplomacy or combat. Fortresses have a garrison but do not have fortification. In this fortresses more closely resemble converted villages then cities. They do not, however, automatically spawn units.


Fortress Composition

A fortress is composed of a central “citadel” tile and up to 4 “facility” tiles which grant different kinds of bonuses to the fortress’s owner:






A fortress’s owner can garrison units in the citadel: units in garrison cost less upkeep and regenerate faster. Fortresses can be traded between empires at peace, in an alliance or negotiating a truce. Garrisoned units are ejected when the fortress changes hands.

Capturing a fortress provides exploration (but not vision) of the citadel tiles of all the region’s other fortresses.


Roaming fleets

At the beginning of the game fortresses are controlled by a neutral faction of enigmatic and rather hostile creatures called "Fomorians" . Masters of sea-craft, it is from them that the other factions gain access to their warships.


Neutral-controlled fortresses periodically spawn hostile warships which gradually fills out their garrison. When there is no room left they will leave and begin to patrol their regions in an increasing aggressive manner. They will take back fortresses that have been taken by a Major Faction in their own and in neighbouring regions.


Interactions with fortresses

Empires can gain control of neutral-controlled fortresses either by destroying their garrison or by completing a quest for them (assuming they have researched Language Square). Quests will not always provide control of the fortress however: they will sometimes provide seafaring technologies or resources instead. It is possible to parley with each fortress of a given region independently. 


Fortresses in neutral regions can be attacked if they are Fomorian-controlled or if the empire is at least in cold war with the owner. The garrison does not receive any fortification bonus, but it can reinforce and be reinforced as normal. 

It is not possible to Bribe, Convert, Pillage or Besiege a fortress.


Facilities


Sub-rationale

Embody on the map the bonuses provided by the fortresses; gradually reveal their effects over the course of the game to promote imperfect knowledge decision making and adaptation to new information.


Feature Overview

The bonuses provided by sea fortresses are “made flesh” in the form of “facility” tiles adjacent to the central citadel. These can provide either strategic or luxury resources or a significant and world-unique bonus which increases as more facilities are captured. These “unique” facilities may not appear in every game and even less in all fortresses. They are definitely less common than the (non-unique) strategic- and luxury-resource facilities.



Facilities can start opened or closed. Closed facilities will be revealed as empires advance through the eras, prompting them to reevaluate their priorities. This dynamic should further emphasise the fickle and flowing nature of the sea and create a tense guessing-game between empires for those high-level facilities which still remain in their “closed” state late-game.


We are currently planning on including the following types of facility:


Strategic Resource Facility (non-unique)

  • Provides its owner with 1 unit of its type of strategic- or luxury-resource at the start of the turn.

  • Extraction technologies are not needed.

  • The facility opens when its type of resource is revealed, across the map, to the most technologically-advanced empire.

Luxury Resource Facility (non-unique)

  • Provides its owner with 1 unit of its type of strategic- or luxury-resource at the start of the turn.

  • Extraction technologies are not needed.

  • The facility opens when its type of resource is revealed, across the map, to the most technologically-advanced empire.

Dust Accumulator

  • Increases the owner’s gross dust income by 5 and by a further 1% per fortress they control.

  • Decreases the other empires’ gross dust incomes by 5 and by a further 1% per fortress the controlled by the owner of the Dust Accumulator.

  • Opens when the most-advanced empire reaches Era 3.

Center of Influence

  • Increases the owner’s gross influence income by 5 and by a further 1% per fortress they control.

  • Decreases the other empires’ gross influence incomes by 5 and by a further 1% per fortress the controlled by the owner of the Center of Influence.

  • Opens when the most-advanced empire reaches Era 3.

Vision Facility

  • Increases by 2 the vision range of all fortresses belonging to the owner.

  • The owner's fortresses can detect invisible units within their vision range.

  • Opens when the most-advanced empire reaches Era 1.

Food Facility

  • Automatically creates a Food stockpile every 10 turns (on normal speed) for the current facility’s owner once the facility is opened.

  • The counter is never reset, even if the owner changes.

  • Opens when the most-advanced empire reaches Era 1.

 Industry Facility

  • Automatically creates a Industry stockpile every 10 turns (on normal speed) for the current facility’s owner once the facility is opened.

  • The counter is never reset, even if the owner changes.

  • Opens when the most-advanced empire reaches Era 1.

Science Facility

  • Automatically creates a Science stockpile every 10 turns (on normal speed) for the current facility’s owner once the facility is opened.

  • The counter is never reset, even if the owner changes.

  • Opens when the most-advanced empire reaches Era 2.

 Cargo Nexus

  • Increases by 5% the dust and science income provided by all of the empire’s sea trade routes.

  • Further increases this income by 1% per fortress controlled by the owner.

  • Opens when the most-advanced empire reaches Era 3.

 Ship Efficiency Facility

  • The production cost of all the owner’s seafaring units is reduced of 10%.

  • Production costs are further reduced by 5% per fortresses controlled by the owner

  • Opens when the most-advanced empire reaches Era 4.

Ship Optimization Facility

  • The attack attribute of all the owner’s seafaring units is increased of 10%.

  • The attack and defence attributes of all the owner's seafaring units is further increased by 5% per fortress they own.

  • Opens when the most-advanced empire reaches Era 4.

Luxury Boost Facility

  • This fortress grants +1 Luxury resource on all luxury resource facilities on empire

  • Opens when the most-advanced empire reaches Era 2.

Strategic Boost Facility

  • This fortress grants +1 Strategic resource on all Strategic resource facilities on empire

  • Opens when the most-advanced empire reaches Era 2.

Sky Shaker Facility

  • This fortress grants the ability to periodically reset the weather layer to a chosen state.

Vile tide Facility

  • The empire controlling this fortress will no longer be targeted by the sea monster.


Ocean Control


Sub-rationale

Managing to capture all the fortresses in a region should provide an empire with strong bonuses. This serves to create clear milestones for players to reach, and lets them truly live out the fantasy of truly ruling the seas.



Feature Overview

Once an empire controls all the fortresses in an ocean region they gain control of the region itself. Controlling a region provides bragging right but also significant benefits:

  • Team-colour: the region takes the colour of the empire which controls it, much like a land region.

  • Naming Rights : It becomes possible to rename the ocean.

  • Trade Routes: The science and dust yield of ocean trade routes is doubled if they cross only self or friendly-controlled oceanic regions.

  • Facility Resource Production: The strategic and luxury resource production of deposits in a controlled oceanic region is doubled.

  • Fortress Vision Bonus: The vision range of all fortresses is increased by 3.

  • Regeneration: As on land, units in an ally-controlled ocean region regenerate at a higher rate.

  • Re

Updated 8 years ago.
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8 years ago
Sep 2, 2016, 6:48:25 PM

I'm a little confused by fortress battles. Does this mean that ships will not be a part of fortress battles since land units garrisoned there will fight in the battle also?

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8 years ago
Sep 2, 2016, 6:57:03 PM

Sounds good. Just one comment:

Cities placed on these tiny island would be pretty much impossible to attack though, as one a few districts have been built there would be nowhere to land troops

That already happens, though. It might be an extremely rare occurrence, but I remember a single player game where I couldn't conquer an AI player's last city because it was placed at the end of a two-tile peninsula, with a minor faction village in the tile nearest to the mainland.

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8 years ago
Sep 2, 2016, 8:02:23 PM

will fortresses gice garrisoned bouses just like cities or will they have a different role in combat, like acting as big turrets or immovable ranged units that attack once a turn?

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8 years ago
Sep 2, 2016, 11:20:34 PM

Will ship designs be faction specific or pull from a universal pool? I ask this because you said that we get our warship tech from the Fomorians.

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8 years ago
Sep 3, 2016, 6:45:14 AM
BlackBird1696 wrote:

Will ship designs be faction specific or pull from a universal pool? I ask this because you said that we get our warship tech from the Fomorians.


From the overview post:

The choice came down to either 1 naval unit per faction or several, shared by everyone and we opted for the later: for naval warfare to have an interesting set of counters everyone needs to have access to a varied roster of ships. The ships will share the same models (otherwise we would need 11 factions times 4 new models… simply a tremendous undertaking).

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8 years ago
Sep 5, 2016, 10:24:15 AM
Slashman wrote:

I'm a little confused by fortress battles. Does this mean that ships will not be a part of fortress battles since land units garrisoned there will fight in the battle also?

Lorco wrote:

will fortresses gice garrisoned bouses just like cities or will they have a different role in combat, like acting as big turrets or immovable ranged units that attack once a turn?

Battles involving fortresses are always sea battles, so any land units in the fortress will participate in transport ship form.

Gwydden wrote:

Cities placed on these tiny island would be pretty much impossible to attack though, as one a few districts have been built there would be nowhere to land troops

That already happens, though. It might be an extremely rare occurrence, but I remember a single player game where I couldn't conquer an AI player's last city because it was placed at the end of a two-tile peninsula, with a minor faction village in the tile nearest to the mainland.

This is a known issue, yes. So if I understand correctly the idea is that a sea-based siege type action could help with this issue in certain cases (ie. not for lakes). A true siege by warships wouldn't make a lot of sense as ships can't surround the land parts of a city.

The-Cat-o-Nine-Tales wrote:
BlackBird1696 wrote:

Will ship designs be faction specific or pull from a universal pool? I ask this because you said that we get our warship tech from the Fomorians.


From the overview post:

The choice came down to either 1 naval unit per faction or several, shared by everyone and we opted for the later: for naval warfare to have an interesting set of counters everyone needs to have access to a varied roster of ships. The ships will share the same models (otherwise we would need 11 factions times 4 new models… simply a tremendous undertaking).

We debated for a while whether we'd have warships per faction or shared warships. As we have 11 factions now -not including the Mezari and Morgawr- we'd need 11 new models, textures and sound, FX and animation sets to give each faction their own ship. We wouldn't be able to make these ships too different either or to do that much in the way of roles and counters, as each empire would only have access to 1 ship. This ship would therefore need to be fairly multi-purpose. Really to have some degree of variety in the ships you could field we'd need a not one but several ships per faction, so maybe 20-30 new models, etc.


At the end of the day we decided it would be better to make 4 very different warships for all the factions to share and to use the few dozen models worth of budget on adding more features like weather.

Updated 8 years ago.
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8 years ago
Sep 5, 2016, 12:46:26 PM

I'm fine with the 4 unique ship types shared by all empires. I am wondering if there will be customization applied to these ships in terms of unit design? Do they get customized like other units in the military screen?

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8 years ago
Sep 5, 2016, 1:09:23 PM
Slashman wrote:

I'm fine with the 4 unique ship types shared by all empires. I am wondering if there will be customization applied to these ships in terms of unit design? Do they get customized like other units in the military screen?

Yes  


We'll be discussing warship equipment in a future GDD, but the idea is for the equipment to have even more of an impact than it does on land: weapons will define the area of effect and status effects of warships for example.

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8 years ago
Sep 5, 2016, 8:01:28 PM

It would be cool if you had to first win a sea battle to win the harbors, then a land battle to capture the fortresses.

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8 years ago
Sep 5, 2016, 9:44:52 PM
wilbefast wrote:
Gwydden wrote:

Cities placed on these tiny island would be pretty much impossible to attack though, as one a few districts have been built there would be nowhere to land troops

That already happens, though. It might be an extremely rare occurrence, but I remember a single player game where I couldn't conquer an AI player's last city because it was placed at the end of a two-tile peninsula, with a minor faction village in the tile nearest to the mainland.

This is a known issue, yes. So if I understand correctly the idea is that a sea-based siege type action could help with this issue in certain cases (ie. not for lakes). A true siege by warships wouldn't make a lot of sense as ships can't surround the land parts of a city.

I think that it is not a problem "per se". Having little cities in 2-3 tile island that controls a region, cause:

- Will have every low FIDSI output.

- You won't be able to level up districts.

- Units int created in this cities won't move until you research Era II tech (unless you're Vaulters and teleport)

- Probably won't be your capital. For reason above creating a capital there will cripple your game. So players looking for domination victory will have find your capital in any other region.


And yes, right, that another player won't be able to conquer this region, but if there's no other reason than a resource (didn't see any interest in this city a part from resources or razing it and found another in a better place), probably this player will be able to find it anywhere else.

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3 years ago
Feb 18, 2022, 8:21:25 AM
linkcal wrote:

can we control ocean that doesnt have any fortress?

Only through violent naval patrols, I suggest submarine ambushes!

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