Fortification
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* '''Military units can help defend a fortification''' | * '''Military units can help defend a fortification''' | ||
Fortifications provide two key benefits. | Fortifications provide two key benefits. First, every fortification includes a [[#garrison|garrison]], a body of troops that will intercept opposing armies, or support friendly armies, anywhere in the [[territory]]. For as long as the garrison is still standing, they protect the entire territory. | ||
Second, each fortification also includes a [[#bastion|bastion]] that directly protects the [[territory#regions|region]] they are in, making it more difficult for opposing armies to conquer it. This also helps to protect the people who live in the region and other [[commission|commissions]] built there. Even the Druj are not so foolish to attempt to destroy property in a region where there is a powerful bastion opposing them. | |||
[[#Military_Units|Military Units]] can support a fortification, aiding the garrison if it is active and defending the bastion if it is attacked. | [[#Military_Units|Military Units]] can support a fortification, aiding the garrison if it is active and defending the bastion if it is attacked. | ||
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A garrison represents a body of soldiers connected to a fortification. They take part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies. | A garrison represents a body of soldiers connected to a fortification. They take part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies. | ||
Garrisons suffer [[casualties]] in the same way as an Imperial army would. | Garrisons suffer [[casualties]] in the same way as an Imperial army would. If its fighting strength is reduced to zero, the garrison becomes inactive - it takes no further action or casualties, and [[military unit|military units]] taking an action no longer add their strength to its effectiveness. The garrison can be rebuilt as long as the fortification it is attached to still exists. | ||
When a fortification is upgraded, each level of fortification increases the strength of the garrison by 3,000. | When a fortification is upgraded, each level of fortification increases the strength of the garrison by 3,000. | ||
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===Upkeep=== | ===Upkeep=== | ||
* '''Each level of fortification requires 10 thrones a season | * '''Each level of fortification requires 10 thrones a season in upkeep''' | ||
Fortifications require less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 thrones per season | Fortifications require less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 thrones per season; upgraded fortifications have an upkeep of 10 thrones per level of fortification. | ||
If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then the fortification | If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then the fortification provides no benefits of any kind that season - the garrison will not fight and the bastion does not make the region harder to take. | ||
==Military units== | ==Military units== | ||
Revision as of 16:36, 3 February 2026
Overview
The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculation of army strength present in a territory. Only mighty fortifications are notable - networks of carefully positioned forts; great stone walls with sentinel towers and the like. All these bastions boast powerful garrisons, which will fight to support allied military campaigns but may be depleted in the process.
Benefits
- All fortifications provide two key benefits that help to protect the territory and the people who live there
- A fortification includes a garrison of soldiers that will defend the territory if is attacked
- A fortification includes a bastion that makes the region where it is built harder to conquer
- Military units can help defend a fortification
Fortifications provide two key benefits. First, every fortification includes a garrison, a body of troops that will intercept opposing armies, or support friendly armies, anywhere in the territory. For as long as the garrison is still standing, they protect the entire territory.
Second, each fortification also includes a bastion that directly protects the region they are in, making it more difficult for opposing armies to conquer it. This also helps to protect the people who live in the region and other commissions built there. Even the Druj are not so foolish to attempt to destroy property in a region where there is a powerful bastion opposing them.
Military Units can support a fortification, aiding the garrison if it is active and defending the bastion if it is attacked.
Garrison
- A starting fortification includes a garrison of 3,000 fighting strength that takes part in any battle in the territory
- Garrisons suffer casualties in the same way that armies do
- If the fighting strength of the garrison is reduced to zero it takes no further action or casualties
- A garrison in a territory with no opposing forces present during the season naturally resupplies up to 300 casualties
- The Empire can use a Senate motion to use mithril or weirwood to emergency resupply a garrison in any territory where no opposing forces are present
A garrison represents a body of soldiers connected to a fortification. They take part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies.
Garrisons suffer casualties in the same way as an Imperial army would. If its fighting strength is reduced to zero, the garrison becomes inactive - it takes no further action or casualties, and military units taking an action no longer add their strength to its effectiveness. The garrison can be rebuilt as long as the fortification it is attached to still exists.
When a fortification is upgraded, each level of fortification increases the strength of the garrison by 3,000.
Garrisons benefit from resupply like an Imperial army. A garrison will recover a tenth of their maximum strength each season that there are no enemy forces in their territory. They can also receive emergency resupply provided the garrison is not engaged in a campaign that season. If the garrison takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks - then any attempt to use emergency resupply fails.
Emergency resupply of a garrison requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the Quartermaster General of the Imperial Armies), using either mithril or weirwood at the same rates as an army. As with an army, the first 20 wains of weirwood or mithril in a single season restore 25 strength for each wain allocated. The next 20 wains provide an additional 20 strength each an so on, up to a maximum of 100 wains in a single season. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the mithril and weirwood spent in a subsequent season is not affected by earlier actions.
Bastion
- A starting bastion increases the number of victory points required to take the region it is built in by 10
- A starting bastion does not defend the territory or cause casualties - the garrison does that
- The bastion takes a share of the casualties if the region is attacked
- A starting bastion starts with 3000 integrity, it collapses into ruin if this number is reduced below 1000
- Damage caused by armies is reduced by 80%
- A bastion can only be restored with emergency resupply using wains of white granite
A bastion is a physical structure such as a castle, tower, or citadel. It makes the region it is built in harder to take. Each level of fortification increases the number of victory points required to take the region the bastion is in by 10.
A bastion does not defend the territory or cause casualties, but it does take a share of casualties if the region is attacked. A starting bastion has an integral strength of 3000, it will collapse if this number is reduced below 1000. The damage suffered by a bastion during a military campaign by opposing forces is reduced by four-fifths. Damage from other sources may not be reduced in this way - for example Thunderous Tread of the Trees does full damage to the integrity of any bastions in the territory.
Any damage to the integrity of a bastion must be repaired with the expenditure of white granite, and requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the Imperial Master of Works). The costs are the same as for emergency resupply for armies - in a single season, the first 20 wains of white granite restore 25 integrity for each wain allocated and so on.
Any surviving members of the garrison will always fight to defend the bastion if it is attacked. The garrison is automatically lost if the bastion is destroyed.
Senate Commission
The Imperial Senate can pass motions to create new fortifications, or to improve or repair existing ones. Every fortification occupies a single region; a given region may only contain one fortification.
In addition to a Senate motion, there are two Imperial titles able to announce the construction of a new fortification: the Master of the Koboldi and the Legion Engineer. The Imperial Master of Works, the Legion Engineer, and the Master of the Koboldi are each also able to announce the improvement of a single fortification each season.
Costs
- Materials: 80 white granite and 30 thrones.
- Time: 1 year to construct
- Upkeep: 15 thrones per season.
Improvement
- Fortifications can be upgraded to increase the size of the garrison and the bastion by 3000 each
- Increasing the strength of an existing fortification is cheaper than building a new one
| Fortification Level | Cost |
|---|---|
| 1 | 80 wains, 240 crowns |
| 2 | 70 wains, 210 crowns |
| 3+ | 60 wains, 180 crowns |
The Imperial Senate can pass a motion to upgrade the defences of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout. Increasing the level of fortification increases the strength of the garrison by 3,000, increases the amount of damage the bastion can take by 3,000, and increases the number of VPs needed to take the region by 10.
Strengthening an existing fortification is cheaper than building a new one - the table shows the costs to raise the level of a fortification from one to level two and the cost to raise it to level three or above. There are no further discounts in cost above level 3.
Upkeep
- Each level of fortification requires 10 thrones a season in upkeep
Fortifications require less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 thrones per season; upgraded fortifications have an upkeep of 10 thrones per level of fortification.
If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then the fortification provides no benefits of any kind that season - the garrison will not fight and the bastion does not make the region harder to take.
Military units
- Military units can be assigned to support a fortification
- If the garrison is still standing, the military unit supports the garrison
- If the garrison has been destroyed, the military unit supports the fortification
Some wealthy or powerful citizens maintain their own independent military unit. These units can use the guarding action to support a fortification. The unit supports the garrison in any campaign that season, provided it has not been destroyed (it has an effective strength greater than zero). If the garrison has been wiped out, the soldiers defend the bastion instead. They apply their military strength against a force attacking the bastion, both resisting attempts to conquer the region and causing casualties, but obviously this only applies if the region containing the bastion is attacked.
The experienced and capable troops in a military unit provide an advantage out of proportion to their numbers. A starting military unit adds the equivalent of 100 soldiers to the strength of any fortification they support. Improved military units provide additional strength, and there are enchantments such as Aspect of the Mountain or Peregrine and Ichimos that can further bolster the ability of a military unit to support a fortification.
Rituals
The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect a fortification.
Current Fortifications
This table lists all working fortifications in the Empire. This list was last updated following the Autumn Equinox 387YE.
Former Fortifications
These fortifications are no longer active. This happens automatically if a fortification is abrogated by the Imperial Senate but in most cases it is because the structure has been captured or destroyed by barbarians.
| Fortification | Nation | Territory | Region |
|---|---|---|---|
| Fort Braydon | The Brass Coast | Kahraman | Braydon's Jasse |
| Fort Mezudan | The League | Spiral | Ateri |
| Holmauer | The League | Holberg | Holmauer |
| Holt of the Oak | Navarr | Therunin | Lower Tarn Valley |
| Orchard's Watch | The Marches | Mournwold | Greensward |
| Overton Garrison | The Marches | Mournwold | Greensward |
| Rebeshof | The League | Holberg | Rebeshof |
| Salt Guard | The Brass Coast | Madruga | Siroc Bayou |
| Schogsfestnir | Navarr | Liathaven | Liaven's Glen |
| The Eastern Guard | The Marches | Upwold | Birchland |
| The Stork's Gaze | Urizen | Zenith | Lustri |
| Tower of the Scorpion | Varushka | Ossium | Echofell |
| Towers of the Dawn | Dawn | The Barrens | Dawnguard |