This makes it very fast for you to clear their siege stack, but a very long way home to them if they want to reinforce any siege in the south. Without Poland), it's in your best interest to ask Poland for military access, and putting your strong army in the south, with the aim of splitting up the ottomans so that 1/3 of their army marches north through Poland to attack your northern forts. If the Ottomans declare on you, you have 3 or 4 forts in the south in Serbia and Romania and one or two forts in the north. Having one fort is worse than having none.Īn example of proper utilization of forts with Hungary: Lose 1 or 2 of these forts, and your situation becomes untenable.īest fort placement is the one that splits the enemy forces (they can siege down multiple forts simultaneously) in a fashion that makes it faster for you to clear their siege stack before they can reinforce it. France will attack all 3 forts at the same time, enabling you, as the player (with enough transports) to clear out each siege stack quckly and not giving a chance to French to reinforce in time. All French or Burgundian units will dogpile this one fort, because all other British provinces are out of reach.īritain holding 3 forts in France (as per start of the game). But often it's not a viable strategy.īritain holding onto Calais, and only Calais on the mainland. Sometimes this is a good thing, for example for island trapping. Because it can dogpile whatever that "one target" is. The less targets the AI has, the more danger you're in. Targets are either provinces, forts or units. It all boils down to how AI conducts land warfare. Similarly, better to get an enemy army trapped on an island than holding a lot of warscore there by taking the fort.įrom playing myself and watching others play, here's my experience so far with forts. Better to have them fruitlessly taking 3-dev provinces while you force them to surrender by taking their own land. To go back to the Russia example, a fort on the Pacific coast is liable to be counterproductive if your armies will never get there to break the siege in time. Keep in mind that, particularly in large nations, non-forted provinces are worth basically nothing for warscore. Islands are rarely worth forting up, unless you have reason to believe that specific island will be a wargoal. There's an argument that you should have fort ZoC on all state provinces to ensure devastation is not a thing, but that's very expensive. If it's at all possible that devastation will happen in high-dev provinces (either from wars or some events), then being in a fort ZoC works wonders. Forts don't just stop armies from marauding and devastating, they also reduce devastation faster. This also keeps your heartlands from gaining devastation, which (see below) can be a real drain to your economy and, if you're Emperor of China, a complete disaster. Forts at chokepoints keep those armies from spilling out into your lands and ensure you don't have to clean them up later. Small armies of 1-3k may not be a threat, but when fighting multiple enemies they can be a nuisance to chase down and can siege down non-forted wargoals. This is really about delaying enemy advances so you can concentrate your forces and beat them when most of the enemy is off the sieges or just simply ignore a front while you advance. Sometimes, that's not practical - as Russia, you'll probably have a fort ring around Novgorod and then only build forts piecemeal on your borderlands, but a more mountainous region (say, as the Ottomans) can probably force the enemy to punch through multiple forts on the way to Constantinople. Having successive forts that any enemy will have to get through to reach your capitol is a good idea. Mountains are -2 to rolls, hills and behind river provinces are -1 (the latter one only if their generals manoeuver isn't higher than yours), so they count as defensive terrain.Īnd technically, the game encourages you to have one up to date and maintained fort per every 50 development your country has, rounded upwards (so if you have 150 dev, you need 3, but if you have 151, then you need 4 - and your level 1 capital fort doesn't count for this), because you can get +1 army tradition per year from it, which is used to determine what pips your generals will have when you roll for a new one. Mountains, hills, and provinces behind a river crossing are prime candidates for them, because as you've noticed already attacking a besieging army gives you the benefits and them the maluses. Their main goal, if to decide to use them, is to creat choke points and prevent the enemy from entering your lands via their zone of control. Depends on your playstyle and personal preference really, but building forts on islands is useless. There's no generally accepted answers, some people outright detest forts and delete/never build them.
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