Lets put everything about building Forts and Redoubts together into one place.
I'm assuming here that the terms 'level' and 'size' of a fort are synonymous, because everything I've seen until now have borne this out.
All forts that start on the map in the '61 campaigns are level 1, aka Pre-War Forts, which represent System 3 coastal defense forts. The exceptions to this are Forts Monroe and Pickens (near Pensacola), which are level 2 Pre-War Forts, and Fort Fischer, which was actually an earth-works fort who's construction started during the war, but in-game it is represented with a masonry pre-war fort graphic.
To build a Redoubt there must be a city in the region, which your faction must 'own'.
[INDENT]
In CW2 owning and controlling are synonymous, and I will use the term 'control' to simplify things; also cities and settlements are synonymous for these explanations, so I will only use the term citiy.[/INDENT]
To control a
region your faction must have been the last to have had an
unopposed[SUP]1)[/SUP] non-artillery combat element in the region, which includes militia[SUP]2)[/SUP] and partisans. To control a
city is more complicated, and you must consider your faction's loyalty in the region.
- If your faction has >50% loyalty in the region, your faction must simply control the region.
- If your factions has =<50% loyalty in the region, if your faction was the last last to have had an unopposed regular infantry--conscript or above[SUP]2)[/SUP]--, or late-war cavalry in the region. Additional, if there is a city in the region, your faction must maintain a non-artillery combat unit inside the city at all times to control the city.
[INDENT]EG If there is 75% Confederate loyalty in Nashville, and the Union controls the Nashville region, and has a militia element inside Nashville, the Union controls Nashville. If the Militia element moves to outside the city, the city will become uncontrolled, which means that the Union will not gain VP's for controlling the city, and the city might revolt by having a CS partisan unit spawned in the region.[/INDENT]
Redoubts are built with an RGD, which require a city in a region, which your faction must control, and your faction must have => 3 infantry type elements in the region. Playing the Build Redoubt RGD, cost $50 and 10 WSU, which will be assessed once the build is complete after 6 turns. Redoubts are always level 2.
To build a level 1 fort, or increase a level 1 fort to level 2, you need 4 artillery elements and 4 land supply unit elements in one stack. These elements need not necessarily be alone in the stack, but they cannot be in more than one stack.
You
cannot use navel/riverine supply units to build a fort, even if you load the artillery onto the navel/riverine supply units. You may use 1 or more supply units to build a fort, as long as number of supply elements in the units used are => 4.
Since the requirement is 4 artillery elements, but the type of artillery is inconsequential to building a fort, it is advantageous to use the cheapest artillery available, which are 6lb-ers.
To initiate the build, simply select the stack containing the required elements and click the Build Fort SO button. The build time is 25 day, however, if you are increasing a level 1 fort to level 2, the increase appears to be completed the turn after issuing the orders.
Level 1 forts can be destroyed with the Destroy Fort SO. Level 2 forts and redoubts cannot be destroyed purposefully, but can be destroyed incidentally through an assault on the fort/redoubt; 10% chance for a fort/20% chance for a redoubt.
You can build a level 2 fort directly by having 2 stacks, each with the required elements to build a fort, and selecting the Build Fort SO on each. Build time is still 25 days.
You cannot increase a level 2 fort or redoubt.
[SUP]1)[/SUP] For enemy units to
oppose control, they may not be in PP (Passive Posture).
EG The South has a stack with regular infantry in Gibson, TN (Humboldt City) (90% CS loyalty), so the South controls the region and the city.
The Union move a stack into Gibson and a battle ensues, which the Union wins by the CS force breaking (it is changed to PP) and starting a retreat. Since the Union force in Gibson is unopposed, the Union now controls the region. If the Union force is composed of only milia[SUP]2)[/SUP], artillery, and pre-war cavalry, the Union player will have to put at least 1 militia or pre-war cavalry element into the city to control the city too.
If before the CS force actually leaves the region the turn ends, the CS player will start the next turn with his force in retreat (plotted to move outside the region, with a number of days already having been moved). If the CS player now changes that stack to DP (Defensive Posture) control of the region is now opposed and contested, but since the Union side was the last to have
unopposed non-artillery combat units in the region, control does not change.
[SUP]2)[/SUP] Militia and Volunteers are synonymous for these rule, and are not regular infantry.