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Redoubts
Posted: Sat Oct 12, 2013 2:57 am
by moni kerr
What benefits does a redoubt bring to a structure? How does it differ from a fort?
Posted: Sat Oct 12, 2013 3:21 pm
by Topeka
+1
Posted: Sat Oct 12, 2013 4:34 pm
by ancient seaman
in the structure files it does mention some difference between the types of forts but doesn't make much sense always...
Posted: Mon Oct 14, 2013 9:53 am
by Pocus
A Redoubt is a fort, but it can be built in a region without a city. Functionally speaking, it is worth and is a fort...
Posted: Mon Oct 14, 2013 11:48 am
by James D Burns
Redoubts also guarantee your artillery will fire at passing ships automatically. A unit in a city or in the open can be set to fire (I think they need to be entrenched to a certain level first though), but if it loses that ability for some reason (messing around with stacks during a turn, small battle, etc.) and you miss resetting it enemy fleets can sail past without being interdicted. A redoubt is like a fort, it always fires no matter what level you are entrenched to and doesn't need a button to be pressed for that to occur.
Jim
Posted: Mon Oct 14, 2013 4:21 pm
by moni kerr
Thanks for the answers.
Posted: Tue Oct 15, 2013 11:47 am
by Njordr
Pocus wrote:A Redoubt is a fort, but it can be built in a region without a city. Functionally speaking, it is worth and is a fort...
- So can I build a redoubt even if there's a city? Or in this case have I to build a fort?
- If I want to build a fort, I can decide what stack has to do the job. In this way I can prevent using 20 lbs and supply wagons instead of e.g. 6 lbs and riverine transports. But how can I do the same with redoubts?
Posted: Tue Oct 15, 2013 12:00 pm
by RebelYell
For making things simpler maybe make all the fortifications with the cards?
You might have 3-4 different types, clearly presented in the same place, that you can compare with their tooltips.