Giving the Lakota forts would be as stupid as giving them mortars. It’s already a stretch that they have a Warhut, the building is a complete fabrication of what our “defensive” structures look like.
The closest we got was piles of sticks that functioned like a hidden outpost. The whole point of being a nomad was to avoid having to fortify areas. An entire camp that saw an enemy could have their tipis packed up and ready to move in <1 hour.
7 Likes
Well, then it should be properly adjusted
Is there a difference between Forts and Fort?
I see. So Castles don’t count as Weaker Forts?
ok now someone must try and get wettin or maya native as haud and do this
?
Thats what i did for the screenshots
Maybe im misunderstanding you
sorry i meant in ladder cause then it will be the next degen strat to ruin the ladder
Ah ok!
Those are the stats for citadel btw for everyone whos interested
Base
Base+ceremony
Base+ceremony+card
6 Likes
Why every civ needs to have Fort anyways?
4 Likes
Forts (and castles) in this series have always been a little off to me. The in-game buildings are highly abstract. In reality forts are large complexes with various functional districts, more like the entire town you build in the game.
The “fort” in the game is more like a specific tower design that is bigger and has more guns, serving more as part of a real fort. So if a civ can build a greater number of smaller defense buildings, they would be considered as one fort when combined.
Disclaimer: this is to discuss “why some civs don’t have forts despite having them in reality”. Not about game design or balancing. The latter could be flexibly adjusted because it can be justified either way.
2 Likes
BTW do people think it a good idea to make some defensive buildings attack multiple units at the same time? Some buildings clearly have multiple towers and gun/arrow slits so it looks odd when they can only fire one shot at one target each time.
Damage of single shots can be tuned done in that case.
i think one of the most disappointing moments of my gaming career was in 2005 hearing about the FORTRESS age and this very important FORT card that was guaranteed unlocked and seemed super important and you ship it and this MASSIVE fort covered in cannons everywhere goes up and then an army walks by and like one cannon shot fires
6 Likes
On this topics, I want to include that the Mighty War and Nobles huts upgrades sucks, compared to blockhouse, not only does both upgrades increase the damage by 80% compared to outpost etc. 100%, it also not changing the damage type to siege from ranged damage.
The American Citadel and Inca’s Stronghold is a bit better in this case since both have multiple projectile and ranged area damage, but I wish their damage or at least the dps be balanced closer to the european forts. Then, the Mighty Huts upgrades can also be balanced by having multiple projectile and area damage, with the value balanced close to the fortified outpost.
3 Likes
Yep, native american defensive buildings are in a very weird spot. I guess siege damage would be too much considering the number of huts and …oh boi… my new favorite… town ceremony. At this point im not blaming the devs anymore for not touching that hot mess
For all the town ceremony simps out there…
who am i kidding? Im the only one…
(14 warhuts ~ attack of 30 imperial musks and hp of 50 imperial musks)
(14 nh ~ 40 imp musk atk; 70 imp musk hp)
turns out: arrow knights and nobel huts are way stronger than light cannons and warhuts could ever be
I honestly think town ceremony is atm not a problem, but its existence blocks any change for native defensive buildings
5 Likes
I’m learning german with your screenshots, lovin’ it hahah
“Anti ship attack” = “Anti-schiff-angriff”
Also, WOW
The last one has the HP of 4 FORTS into ONE
4 Likes
The Susquehannock tribe of the Haudenosaunee are recorded to have used cannon in static defenses in the mid-17th century. They purchased at least one cannon from the Swedes and captured at least 2 from the British and bought gunpowder from the Dutch. Their main village was turned into a fort because it was on a major riverway for trade in the region, and they mostly had to defend it from rival tribes who besieged it multiple times.
1 Like
Part of why I think the Haudenosaunee need to have a unique Town Center renamed the Longhouse is because they used longhouses as part of their heavy fortifications. Give the Hauds a unique TC and the ability to upgrade it heavily and you’ll give them a neat an interesting identity as the turtling Native civ.
7 Likes
town ceremony is just bs, it should have a maximum cap.
Yeah, was also thinking about diminishing returns or smth, so it caps out sooner… Or have it calculate from base stats.
Since nobody uses town ceremony, i’m also a bit torn if a plain nerf is justified. I tried to come up with a different effect it could provide instead, but have no better solution so far. Maybe some of you have an idea how to reballance the card?
Maybe make it a rough equivalent to town militia
![Screenshot_20240827-102716](https://forums.ageofempires.com/uploads/default/original/3X/c/a/caab79187bcfa911a3c5fee24e51575e75e3f2c2.jpeg)
It replaces the alarm dance, spawning twice the ammount of native warriors and increases hp of buildings to a lesser extend. But it uses diminishing returns, so a plaza with 5 vills gives already ~50%, and one with 10 vills gives ~80% of its effect