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Forts game building
Forts game building









  1. #Forts game building update#
  2. #Forts game building upgrade#
  3. #Forts game building pro#
  4. #Forts game building free#

Forts next to each othe may be useful when when on the border or in mountains chains blocking passage.Who build the fort can be checked in province history. This should prevent loop of: build fort -> remove fort -> build fort -> remove fort etc. Having forts next to each other should not be the reason for AI country to remove forts they themselves built.When 2 forts are in provinces next to each other (a situation probably caused by conquest), AI should consider removing one of them. For players overlaping ZoC is already a waste, but sometimes necessery, but forts right next to each other is almost always avioded by them. Solution for this is quite simple - removing bordering forts. But if they already own forts next to each other (like after conquering a lot of neighboring small nation where each one built a fort), they will keep them that way, again creating useless fort clusters. In 1.33.2+ AI avoids building forts next to each other, what was a major improvement to the beta 1.33 state of the game. This avoids fort spam in areas with a lot of small countries, and balanced improvement for finanses and army tradition of small countries. Additionally they will have a decent army tradition increase. This is calculation only for building forts and not destroying them (behaviour is describen in further sections), so for example 10 dev OMPs which have a fort at the start of the game will still keep it as long as they can afford it, but ones not having a fort will not build it untill conquering or improvind development to have at least 50 dev. Formula would be something like:ĭesired_number_of_forts = (development + 50) / 100 - rounded down This way nations below 50 dev will not want to build a fort, ones with 50-150 dev will want to have 1 fort, ones with 150-250 dev will want to have 2 forts, and so on. When AI consider building a fort they should aim at about 1 fort per 100 development with 50 development margin. This is usually what players consider when they want max this passive bonus. There is a passive army tradition gain from fully maintained forts, that is max value (+1/year) gained while having at least 1 up to date level fort per 100 development. Solution for that could be binding number of forts they desire (but not necesserly have) to their development.

#Forts game building upgrade#

This usually bites them when in later game they upgrade forts and can't maintain army because of that which essencially criples them. But only because they can maintain forts at the moment, it doesn't mean they will able to do it in the future and still have a functioning country. The issue is that the decision to build a fort is usually made at peace in the early game, where you don't need high expences. Budget - with changes to AI budget calculation they realize that indeed they are able to maintain a fort even as a small nation.Also when those lands are united by one AI nation, those forts will not be deleted, so those groups next to each other will just stay there (usually forever) without any strategic reason and just waist money. This makes playing in those regions incredebly painful where you sometimes gotta siege at least level 3 fort every time to peace out 1 war participant. Fort spam - Areas filled with small nations become clusters of forts, particullary visible in HRE, Ireland, and some other locations.This have 2 mayor issues causing bad behavoir for both AI and human players: My main reasoning was to make AI do more or less "what would player do" but without making it too complicated.Ĭurrently almost always all small cauntries build a fort in the capital. So here are some ways I came up to solve them. Mainly, remaining big numbers of forts in areas filled with early game OMPs, but also some others.

#Forts game building free#

Currently on 1.33.3 it works much better than before 1.32 (where forts were almost completly static), on 1.32 (where AI just kept removing forts) and on beta 1.33 (where AI was just spaming forts in literally every free building slot they had). The game's official discord can be found here: discord.Generally, I think changes to the AI giving them ability to dynamically build and destroy forts were a great idea. Elite HUD - released on 2nd of February 2023.High Seas - released on 25th of March 2022.

#Forts game building pro#

  • Pro HUD - released on 24th of June 2020.
  • Moonshot - released on 18th of June 2019.
  • #Forts game building update#

  • Tons of Guns - a free multiplayer update released on 20th of October 2017.
  • The game was released on 19th of April 2017, and is developed and published by EarthWork Games, an independent video games company originating in Brisbane, Australia, founded by Tim Auld, Nick Smith, and Jeff van Dyck. It revolves around building the eponymous forts, managing the available resources in order to outfit the forts with structures and weapons, with the ultimate goal of destroying the reactor core of the opponent's base, while defending one's own reactor.











    Forts game building