![]() Units with Siege Breaker in besieging armies, such as Giants and Iron Golems.Until Fortification Health reaches 0 at which point you can initiate an attack!įortification Damage per turn is determined by: Every turn during a siege, the Fortification Health (wall icon) will be diminished by the amount of Fortification Damage (broken wall icon) you deal. In the first turn of sieging, you have a nice overview of the Fortification Health of the city and its defense structures. ![]() Attackers in turn have to lay siege to the cities for multiple turns in the world map where they can invest in Siege Projects to bring siege engines to the battle, or otherwise counter some of the defenses the city has, before they can launch a final decisive battle! In the end, we came up with the Siege system, where defending players can invest in structures that help to delay attackers and affect the battle map. Our aim was to give defenders time to respond, to add more variety to City battles, and to not use the Garrison system to cut down on the amount of units involved in battle. It also couldn’t stop a player from launching surprise attacks and overwhelming the garrison in a single turn.Īge of Wonders 4 offered us an opportunity to sit down to tackle and improve upon these points. However, it added a lot of extra units to already huge fights with exactly the same layout, making players tired of fighting these kinds of battles and auto-resolving them. In Planetfall, we had garrisons to make sure cities and sector bases were defended at all times. ![]() In Age of Wonders 3 players had to make sure they always had armies close to vulnerable cities as they were not defended by default. Having one of your cities taken is therefore a huge blow and in the case of someone’s capital, could even result in a player losing or winning the game. Cities in Age of Wonders are the core of an empire’s economy, which in turn fuels their war machine.
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