Fortresses

From Endless Legend Wiki
Jump to: navigation, search

Fortresses are a feature introduced in the Tempest expansion, which adds a great deal of complexity towards the naval aspect of the game. The oceans of Auriga are divided into various oceanic regions, and these regions may be host to one to three Fortresses - large structures that rise from the depths that can act as safe havens on the seas for those who control them, as well as providing access to resources and special facilities.

At the start of the game, all fortresses are held by Fomorians, who can be seen as the naval equivalent to neutral Minor Faction villages. 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[edit]

As stated before, at the start of the game, all Fortresses are controlled by the neutral Fomorians. However, control can be wrested from them in two ways. The first is to simply attack the fortress and destroy all units garrisoned in it. Doing so will grant you control of the fortress immediately. However, it should be noted that any roaming neutral armies in the area will immediately move to reclaim it, so you should either make sure all the roaming armies in the ocean have been defeated, or have your units wait for them to show up and defend your new acquisition.

The second method is by talking to the fortress, initiating a 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[edit]

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 DustSmall.png, Science ScienceSmall.png, and/or Influence InfluenceIcon.png, as well as bonus Experience and Health Regen LifeIcon.png to units garrisoned in them.

Facilities are attached to the citadel on adjacent tiles. Facilities generally also provides some Dust DustSmall.png, Science ScienceSmall.png, or Influence InfluenceIcon.png, 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[edit]

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

Effects:

+1 InfluenceIcon.png from Bastion
+1 ScienceSmall.png from Bastion
+1 DustSmall.png from Bastion
+3 Vision SightIcon.png from Bastion
+25% Health Regen from Bastion
+3 XP per turn from Bastion

Listening Post
Revealed: ResearchIcon.png 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 InfluenceIcon.png from Listening Post
+2 ScienceSmall.png from Listening Post
+3 Vision SightIcon.png from Listening Post
+25% Health Regen from Listening Post
+3 XP per turn from Listening Post

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

Effects:

+1 InfluenceIcon.png from Manufactorium
+2 DustSmall.png from Manufactorium
+3 Vision SightIcon.png from Manufactorium
+25% Health Regen from Manufactorium
+3 XP per turn from Manufactorium


Facilities[edit]

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: ResearchIcon.png Era I, III, & IV
Type: Facility
Focus: CategoryLuxurySmall.png Resources
250px 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 StrategicIcon.png from [Strategic Resource] Facility
+1 InfluenceIcon.png from [Strategic Resource] Facility
+1 ScienceSmall.png from [Strategic Resource] Facility

Luxury Resource Facility
Revealed: ResearchIcon.png Era I, III, & IV
Type: Facility
Focus: CategoryLuxurySmall.png Resources
250px 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 CategoryLuxurySmall.png from [Luxury Resource] Facility
+1 InfluenceIcon.png from [Luxury Resource] Facility
+1 DustSmall.png from [Luxury Resource] Facility

Food Stockpile Facility
Revealed: ResearchIcon.png Era I
Type: Facility
Focus: FoodSmall.png 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 FoodSmall.png
+1 InfluenceIcon.png from Stockpile Facility

Industry Stockpile Facility
Revealed: ResearchIcon.png Era I
Type: Facility
Focus: IndustrySmall.png 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 IndustrySmall.png
+1 InfluenceIcon.png from Stockpile Facility

Vision Facility
Revealed: ResearchIcon.png Era I
Type: Facility
Focus: SightIcon.png 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 SightIcon.png on Fortresses
Detection on Fortresses
+1 InfluenceIcon.png from Vision Facility

Science Stockpile Facility
Revealed: ResearchIcon.png Era II
Type: Facility
Focus: ScienceSmall.png 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 ScienceSmall.png
+1 InfluenceIcon.png from Stockpile Facility

Strategic Boost Facility
Revealed: ResearchIcon.png Era II
Type: Facility
Focus: CategoryLuxurySmall.png 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 Color 256x256.PNG, Glassteel Color 256x256.png, Adamantian Color 256x256.PNG, Palladian Color 256x256.PNG, Mithrite Color 256x256.PNG, or Hyperium Color 256x256.PNG) on Strategic Resource Facility on Empire
+1 InfluenceIcon.png from Strategic Boost Facility

Luxury Boost Facility
Revealed: ResearchIcon.png Era II
Type: Facility
Focus: CategoryLuxurySmall.png 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 Grey 256x256.PNG, Emerald Grey 256x256.PNG, Gold Grey 256x256.PNG, Spice Grey 256x256.PNG, Wine Grey 256x256.PNG, BloodCrystal Grey 256x256.PNG, Glassilk Grey 256x256.PNG, MoonLeaf Grey 256x256.PNG, QuickSilver Grey 256x256.PNG, Bones Grey 256x256.PNG, DustOrchid Grey 256x256.png, DustWater Grey 256x256.PNG, Hydromiel Grey 256x256.png, BloodFairy Grey 256x256.PNG, or RedSang Grey 256x256.PNG) on Luxury Resource Facility on Empire
+1 InfluenceIcon.png from Luxury Boost Facility

Cargo Nexus Facility
Revealed: ResearchIcon.png Era III
Type: Facility
Focus: TradeRoutesSmall.png 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 InfluenceIcon.png from Cargo Nexus Facility

Center of Influence Facility
Revealed: ResearchIcon.png Era III
Type: Facility
Focus: InfluenceIcon.png 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% InfluenceIcon.png per Fortress on Empire from Center of Influence Facility
-2% InfluenceIcon.png per Fortress on other Empires
+10 InfluenceIcon.png from Center of Influence Facility

Naval Architecture Facility
Revealed: ResearchIcon.png Era III
Type: Facility
Focus: MilitaryIcon.png 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 InfluenceIcon.png from Naval Architecture Facility

Component Design Facility
Revealed: ResearchIcon.png Era IV
Type: Facility
Focus: MilitaryIcon.png 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 AttackIcon.png on Naval Unit from Component Design Facility
+5% Attack AttackIcon.png per Fortress on Naval Unit from Component Design Facility
+10% Defense DefenseIcon.png on Naval Unit from Component Design Facility
+5% Defense DefenseIcon.png per Fortress on Naval Unit from Component Design Facility
+1 InfluenceIcon.png from Component Design Facility

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

Effects:

+2% DustSmall.png per Fortress on Empire from Dust Accumulator Facility
-2% DustSmall.png per Fortress on other Empires
+10 DustSmall.png from Dust Accumulator Facility
+1 InfluenceIcon.png from Dust Accumulator Facility

Vile Tide Facility
Revealed: ResearchIcon.png 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 DustSmall.png from Vile Tide Facility
+1 InfluenceIcon.png from Vile Tide Facility

Sky-Shaker Facility
Revealed: ResearchIcon.png 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 DustSmall.png from Sky-Shaker Facility
+1 InfluenceIcon.png from Sky-Shaker Facility