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Kiribati SirCallen
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21 May 2020, 19:24

Forts are actually good because they secure precious resources and also they can train units. A centrally placed fort can dominate map presence, and a side fort can secure res when the opponent is running out, and act as a permanent raiding hub. Especially on EP maps with chokes and linearity, like kamchatka, pampas sierras, etc., a fort can be worth way more than a 1000 res shipment or a unit shipment, since neither can challenge it. If the opponent is forced to play around the fort, you know where the opponent will be. I think this is truer in team than in 1v1. It disrupts the enemy and facilitates outplay potential. It synergizes well with aggressive and erratic play.

It's like a stationary, unkillable 2 falc shipment, plus a barracks and stable and outpost, with huge LOS.

Thoughts?
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Great Britain boyu
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21 May 2020, 19:29

I think forts would be used way more in competitive play if it weren't for the fact that they are often very difficult to get up, whether it be due to the fort wagon being sniped or the foundations being sieged. I guess build time would need to be decreased to make forts vaguely viable.
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France Kaiserklein
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21 May 2020, 19:30

It goes up way too slowly, really feels too risky. Also takes a slot in your deck. If you place it in base it's less risky but also somewhat useless. If you try to secure resources with it it might just be suicide
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Kiribati SirCallen
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21 May 2020, 19:31

It's risky in 1v1, and less risky in team. Overall, it can be worth the risk, is my point. Some people still see the fort as a troll card but it's really not. It's probably very map dependent.
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France Kaiserklein
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21 May 2020, 19:34

In team it may be less risky but it's also less rewarding. The map is bigger and the fort covers less of it. It's just not good
Can sirmusket calculate 5x - x??
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Kiribati SirCallen
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21 May 2020, 19:37

Hm idk, because the map is bigger it is more important to be able to lock down areas and res without units. Instead of seeing both team's villagers gathering from the same hunt/mine, the fort can secure it for yourself, and thus there is a "swing" of natural res and walking time.

Plus the raiding potential I mentioned.
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United States of America evilcheadar
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21 May 2020, 19:43

I support this ngl. I support risky erratic play in general tbh ngl.
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Germany lordraphael
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21 May 2020, 19:45

forts should be buildable, but weaker and smaller. i never understood why they abandoned the castle principle in the first place, because thats what a fort is, the equivalent of an aoe 3 castle
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Italy Garja
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21 May 2020, 19:51

Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around
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United States of America n0el
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21 May 2020, 19:56

lordraphael wrote:forts should be buildable, but weaker and smaller. i never understood why they abandoned the castle principle in the first place, because thats what a fort is, the equivalent of an aoe 3 castle

Time to add a 4th resource
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United States of America evilcheadar
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21 May 2020, 20:04

Forts are cool is also an argument that should be included
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Canada dansil92
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21 May 2020, 20:12

Forts are great IF
A. The wagon with like 200 hp doesnt just die to like, 4 musks
B. Literally nothing sieges it during that painful 60 second build time
C. The map actually has points where the fort is useful

I once faced a spain player who did an ff with the 500 food poli and sent the fort first. I dont know his exact build order but it was honestly pretty scary to deal with
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Holy See Imperial Noob
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21 May 2020, 20:15

The construction time would have to be decreased, I agree. 30 seconds?
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Canada Cocaine
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21 May 2020, 20:17

Get tripple forts as France with extra tower card and build a fortress. 3 forts, 13 towers.
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Holy See Imperial Noob
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21 May 2020, 20:28

Cocaine wrote:Get tripple forts as France with extra tower card and build a fortress. 3 forts, 13 towers.

Industrial, 4 cards, and 3250w? ;) You can kill that with a German revolution with imperial mortars...
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21 May 2020, 20:33

Garja wrote:Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around

there would obviously have to be a build limit . if you made them weaker and smaller i think you could set it to 2.
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Brazil reuehcS
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21 May 2020, 20:34

lordraphael wrote:forts should be buildable, but weaker and smaller. i never understood why they abandoned the castle principle in the first place, because thats what a fort is, the equivalent of an aoe 3 castle

I agree.
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No Flag RefluxSemantic
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21 May 2020, 20:41

Forts are imo in the top 15 contenders for fortress age shipments. Situationally they can be extremely nice; for example in a scenario where you have the map control but you cant really close the game and you will get outscaled later on. In that case you can sometimes drop a fort on the crucial last resources and win the game.

In general, near the 'end' of the game, when res are running out, stealing the last mine and hunt with a fort can be great. The problem is indeed to get them up, and often having 1000 res worth of units will just let you win that fight for the last resources anyways. But it has a niche if you can actually get it up.
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United States of America Darwin_
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21 May 2020, 21:02

I think forts should be slightly weaker but much easier to construct, as Callen is right that they are situationally really strong if you are able to build it. The difficulty of building them is by far their main weakness. It would be interesting to see their HP nerfed a bit (e.g. 8500 hp to 7000 HP) but have them buildable by default with a build limit of 1 or 2 for the 600w and 500c (~2000 vill seconds) they already cost (the cost you get when you hover on the icon). Because of that, I'd probably buff the fort wagon shipment in some way, maybe by increasing fort build limit by 1.

However, I bet that would be a super radical change to the meta as a fort gives great value (its like a stable, rax, and a bunch of outposts that have enough range to shoot falcs all rolled up into one building) and is so unique as it locks down territory unlike any other defensive building currently does (except for agras).
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Great Britain Riotcoke
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21 May 2020, 21:09

Just do a quick FI to get heavy fortifications, idiots.
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No Flag Astaroth
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21 May 2020, 21:40

Isn't this a twitch copypasta?
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Italy Garja
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21 May 2020, 21:43

lordraphael wrote:
Garja wrote:Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around

there would obviously have to be a build limit . if you made them weaker and smaller i think you could set it to 2.

You can already have 2 (3?) forts by sending both (all three) cards. Russia can also build them with musketeers with their unique card.
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Spain Snuden
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21 May 2020, 21:45

I once lost 5 Ronins trying to take down a fort.
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United States of America n0el
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21 May 2020, 23:42

Garja wrote:
lordraphael wrote:
Garja wrote:Because of:
1) more emphasis on cards
2) maps are smaller if you start building several forts it's impossible to path around

there would obviously have to be a build limit . if you made them weaker and smaller i think you could set it to 2.

You can already have 2 (3?) forts by sending both (all three) cards. Russia can also build them with musketeers with their unique card.


forts should be buildable
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Canada Warno
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22 May 2020, 00:19

Anyone have a video of top guys building a fort in 1v1?

I don't remember seeing one, but would be fun to watch.

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