Fortresses

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Fortresses are oceanic locations introduced in the Tempest expansion.

Mechanics

The oceans of Auriga are divided into various oceanic regions, and each region may contain up to three fortresses. Like cities or minor faction villages, fortresses provide benefits to whoever controls them. Each fortress consists of a citadel surrounded by a number of facilities. Facilities have various effects, from generating resources to providing buffs in combat. Units may be garrisoned in fortresses, and if Shipyard has been researched, mercenaries may be hired at fortresses also. Unlike cities, fortresses cannot be razed with Salting the Earth.

At the start of the game, all fortresses are held by Fomorians, who are the naval equivalent to neutral Minor Factions. A few neutral naval units will be garrisoned in each fortress, starting with Boarding Vessels at the start of the game, and moving up to Artillery Ships as the game progresses. Additionally, these neutral fortresses will create roaming naval armies that patrol the oceans and will attack any non-Fomorian armies they can. This can make traveling through neutral oceans very dangerous for Transport Ships, as even low-level Boarding Vessels will have no trouble defeating them in battle, and so makes capturing oceans a high priority on maps that require a lot of water travel, if only to make the oceans safer for embarked units.

Capturing Fortresses

Like cities, fortresses may be attacked and conquered. Note that this will cause roaming neutral navies in the area will immediately move to reclaim it.

Similar to minor faction villages, one may also parley with the fortress and gain control of it by completing Naval Quest. Upon completion of the quest, control of the fortress that issued the quest will be given to you, though it will not have any units garrisoned in it, making it a prime target for others to conquer, or even for a nearby neutral army to re-capture. If capture a fortress with this method, and then lose it to a neutral army, you cannot re-capture it by doing another quest, and must conquer it by force. Note that this method doesn't require having unlocked the Language Square technology, and so can be performed by any faction from the start of the game.

Upon capturing a fortress, if it is the last or only fortress in the region, you will automatically gain control over the region, indicated by the ocean turning your faction's color. If there are other fortresses in the region you haven't captured yet, they will be revealed on your map if you haven't already seen them. Capturing those fortresses should be a high priority for you, as gaining control over all fortresses in a region - and thus the region itself - comes with a number of benefits.

First, if all the fortresses in a region have been conquered, that means that roaming armies will no longer spawn from the neutral fortresses, and won't be a constant threat to what fortresses in the region you do control. Second, if you don't control all the fortresses in a region, any other empire in game you are not at peace or in an alliance with can attack your fortress, and potentially gain control of it themselves if they beat your garrisoned units, but if you control the region, then other empires cannot attack your fortresses without declaring war first. Finally, the benefits from the various facilities fortresses have are usually increased by controlling the region.

Fortress Structure

Fortresses are divided into two main parts: the Citadel and its adjacent Facilities. The Citadel forms the central part of the fortress, occupying a tile in the ocean, and is where the units garrisoned on a fortress are located. Citadels come in three different forms, each providing a slightly different output of Dust Dust, Science Science, and/or Influence Influence, as well as bonus Experience and Health Regen Life to units garrisoned in them.

Facilities are attached to the citadel on adjacent tiles. Facilities generally also provides some Dust Dust, Science Science, or Influence Influence, but can also provide a much wider variety of benefits. The most common type are Strategic Resource and Luxury Resource facilities, which effectively act as extractors for the given resource, though you don't need the associated technology to gain the resources from the facility, making them one of the quickest ways to get a steady supply of the more advanced resources. There are also a number of unique facilities that only appear once in the world, but provide a variety of special bonuses, many of which become stronger the more fortresses you control. It should be noted that many of the types of facilities in the game only become active in later technological eras, and are useless "Unrevealed Facilities" up until that point; however, such facilities become revealed the turn that any empire in the game reaches the requisite era, so you do not necessarily need to be in Era IV to have a facility that is only revealed then, so long as some other empire in the game has reached Era IV.

Fortresses will always have a Citadel, and typically have one to three adjacent Facilities, though it is possible for a fortress to have no facilities.

Citadels

Bastion
Revealed: Research Era I
Type: Citadel
Bastion.png This citadel is the epicenter of the Fortress, where the faction lives and trades are done.

Effects:

+1 Influence from Bastion
+1 Science from Bastion
+1 Dust from Bastion
+3 Vision Vision from Bastion
+25% Health Regen from Bastion
+3 XP per turn from Bastion

Listening Post
Revealed: Research Era I
Type: Citadel
Listening Post.png This tower is specialized in looking and listening for distant events that affect the area around the Fortress.

Effects:

+1 Influence from Listening Post
+2 Science from Listening Post
+3 Vision Vision from Listening Post
+25% Health Regen from Listening Post
+3 XP per turn from Listening Post

Manufactorium
Revealed: Research Era I
Type: Citadel
Manufactorium.png A key part of trade and commerce, the Manufactorium produces useful goods for the Fortress.

Effects:

+1 Influence from Manufactorium
+2 Dust from Manufactorium
+3 Vision Vision from Manufactorium
+25% Health Regen from Manufactorium
+3 XP per turn from Manufactorium


Facilities

Unrevealed Facility
Revealed: N/A
Type: Facility
Unrevealed Facility.png Facilities are platforms providing bonuses and resources exploitation. Facilities like this have not yet opened to show what they are hiding.

Effects:

None

Strategic Resource Facility
Revealed: Research Era I, III, & IV
Type: Facility
Focus: Luxury Resources Resources
Strategic Resource Facility.png Facilities, like this one that mines [Strategic Resource], are platforms that provide bonuses and resource exploitation. You can never know how much will be exploited by the fortress.

Effects:

+1 Strategic Resources from [Strategic Resource] Facility
+1 Influence from [Strategic Resource] Facility
+1 Science from [Strategic Resource] Facility

Luxury Resource Facility
Revealed: Research Era I, III, & IV
Type: Facility
Focus: Luxury Resources Resources
Luxury Resource Facility.png Facilities, like this one that mines [Luxury Resource], are platforms that provide bonuses and resource exploitation. You can never know how much will be exploited by the fortress.

Effects:

+1 Luxury Resources from [Luxury Resource] Facility
+1 Influence from [Luxury Resource] Facility
+1 Dust from [Luxury Resource] Facility

Food Stockpile Facility
Revealed: Research Era I
Type: Facility
Focus: Food Food
Food Stockpile Facility.png Under a strange dome with almost invisible doors, a vast area is kept cool and dry by some magical means.

Effects:

Regularly generates a Food Stockpile Food
+1 Influence from Stockpile Facility

Industry Stockpile Facility
Revealed: Research Era I
Type: Facility
Focus: Industry Industry
Industry Stockpile Facility.png A vast warehouse for storing parts, raw materials, and partially assembled machines is now at your disposal.

Effects:

Regularly generates an Industry Stockpile Industry
+1 Influence from Stockpile Facility

Vision Facility
Revealed: Research Era I
Type: Facility
Focus: Vision Vision
Vision Facility.png Spires of glass and metal extend, like living antennae, and on magical screens the garrison can see images of distant areas.

Effects:

+2 Vision Vision on Fortresses
Detection on Fortresses
+1 Influence from Vision Facility

Science Stockpile Facility
Revealed: Research Era II
Type: Facility
Focus: Science Science
Science Stockpile Facility.png A veritable warehouse of ideas, samples, experimental results, and careful documentation, this facility is designed to hoard scientific knowledge.

Effects:

Regularly generates a Science Stockpile Science
+1 Influence from Stockpile Facility

Strategic Boost Facility
Revealed: Research Era II
Type: Facility
Focus: Luxury Resources Resources
Strategic Boost Facility.png Full of furnace models, designs of mining tools and machines, and explanations of transport processes, the ideas in this facility will greatly improve the production of strategic resources.

Effects:

+50% Strategic Resource (Titanium, Glassteel, Adamantian, Palladian, Mithrite, or Hyperium) on Strategic Resource Facility on Empire
+1 Influence from Strategic Boost Facility

Luxury Boost Facility
Revealed: Research Era II
Type: Facility
Focus: Luxury Resources Resources
Luxury Boost Facility.png Explanations, tools, and machines that aid in harvesting, crafting, refining, setting, polishing, and distilling guarantee improved luxury production.

Effects:

+50% Luxury Resource (Dye, Emeralds, Gold, Spices, Wine, Blood Crystal, Grassilk, Moonleaf, Quicksilver, Titan Bones, Dust Orchid, Dustwater, Hydromiel, Pixie Blood, or Redsang) on Luxury Resource Facility on Empire
+1 Influence from Luxury Boost Facility

Cargo Nexus Facility
Revealed: Research Era III
Type: Facility
Focus: Trade Routes Trade Routes
Cargo Nexus Facility.png With magically automated docks, cranes, and slipways,this facility will greatly increase the volume and value of trade.

Effects:

+5% Trade Route Bonus on Cities from Cargo Nexus Facility
+1% Trade Route Bonus per Fortress on Cities from Cargo Nexus Facility
+1 Influence from Cargo Nexus Facility

Center of Influence Facility
Revealed: Research Era III
Type: Facility
Focus: Influence Influence
Center of Influence Facility.png This facility disgorges a time-worn statue striking in its color and splendor; travelers come from far and wide to marvel at it - and the empire that owns it.

Effects:

+2% Influence per Fortress on Empire from Center of Influence Facility
-2% Influence per Fortress on other Empires
+10 Influence from Center of Influence Facility

Naval Architecture Facility
Revealed: Research Era III
Type: Facility
Focus: Military Military
Naval Architecture Facility.png Full of designs and instructions for procedures for shipbuilding, the opening of this facility will greatly increase the efficiency of ship production.

Effects:

+10% Naval Unit Production Cost Reduction on Cities from Naval Architecture Facility
+1% Naval Unit Production Cost Reduction per Fortress on Cities from Naval Architecture Facility
+1 Influence from Naval Architecture Facility

Component Design Facility
Revealed: Research Era IV
Type: Facility
Focus: Military Military
Component Design Facility.png The clever modules and assemblies in this factory will aid in optimizing the use of space and materials in ship construction.

Effects:

+10% Attack Attack on Naval Unit from Component Design Facility
+5% Attack Attack per Fortress on Naval Unit from Component Design Facility
+10% Defense Defense on Naval Unit from Component Design Facility
+5% Defense Defense per Fortress on Naval Unit from Component Design Facility
+1 Influence from Component Design Facility

Dust Accumulator Facility
Revealed: Research Era IV
Type: Facility
Focus: Dust Dust
Dust Accumulator Facility.png This special facility aids in accumulating Dust. Facilities are like platforms providing unpredictable bonuses and resource exploitation.

Effects:

+2% Dust per Fortress on Empire from Dust Accumulator Facility
-2% Dust per Fortress on other Empires
+10 Dust from Dust Accumulator Facility
+1 Influence from Dust Accumulator Facility

Vile Tide Facility
Revealed: Research Era IV
Type: Facility
Vile Tide Facility.png This series of gardens and ponds, meant for the study of algae, fortunately creates forms of plankton that are repellent to monstrous sea creatures.

Effects:

Prevents the Fleets from being attacked by the Sea Monster
+8 Dust from Vile Tide Facility
+1 Influence from Vile Tide Facility

Sky-Shaker Facility
Revealed: Research Era V
Type: Facility
Focus: WeatherSmall.png Weather
Sky-Shaker Facility.png When activated, the air and water tremble as great waves and winds affect the seas, the temperature, and the atmosphere.

Effects:

Gives the ability to deregulate the Weather on Sea Tiles
+10 Dust from Sky-Shaker Facility
+1 Influence from Sky-Shaker Facility