This article is about the building in Chronicles. For other uses, see Fort. |
The Fort is a defensive structure and military building in Chronicles that becomes available once the Classical Age is reached. It is an important building in later stages of the game, through being a powerful fortification and by providing access to unique technologies, unique units, and Palintonons.
Forts also support 20 population and cannot be converted.
When playing Regicide games, each player starts with an additional Fort near their Town Center, and Treason is available instead of Spies.
It is identical to the Castle in Age of Empires II.
Tactics and placement[]
The Fort is the most versatile defensive building in the game. Its combination of high damage output and incredible durability makes it the centerpoint of a player's defense, as it can deter almost any unit from approaching it. Its high garrison space also aids it in this regard, making raiding nigh impossible around a Fort. As great as it is in a player's base, it is just as effective at securing a strategic position on the map, whether it be a chokepoint, contested resource (such as the gold pile on Gold Rush), or the area outside of an opponent's base.
A more offensive use of a Fort is a Castle drop, which involves placing Forts near or in the enemy's base, a daunting task given the Fort's offensive presence. However, the Fort's very long build time (200 seconds) makes this very risky. This is also compounded with another major weakness of the Fort: its cost. 650 stone is a very heavy price; even losing one Fort can be a major setback.
Long-ranged siege units are the greatest threat for Forts. Fortunately, the Fort can create Palintonons, granting a great counter to enemy Palintonons and Forts. This dynamic can lead to "Trebuchet Wars" when two Forts of opposing sides are close to each other, where each side tries to amass Palintonons to take down the other side's Palintonons and Forts.
If running for a Relic or Wonder victory, Forts can become very useful to build up the defense of the Wonder or the Temples holding Relics, but the support of other structures such as walls and towers is also required. The player must also have sufficient numbers of troops (especially cavalry) to counter enemy siege units. In Regicide games, the Fort is a safe (yet obvious) place for the King.
Attack and range damage[]
An empty Fort is able to fire five arrows at a time, with a base damage of 11 each. Garrisoning either Villagers or archers adds additional arrows to the Fort's fire, up to maximum of 21. One base arrow and 20 additional arrows are fired. The Fort inherently already has 4 "power" which is listed in the attack with parenthesis. Not all garrisoned units add the same number of arrows, and their value is generally dependent on two factors: attack and Rate of Fire. The more damage output the garrisoned units have, the higher the number of arrows fired.
Trainable units and technologies[]
Clicking on the icon leads to the corresponding page.
- Blue: Units
- Green: Technologies
- Purple: Unique units
/ | / | ||||||
Design[]
This section needs expansion. You can help by adding to it. |
History[]
This section needs expansion. You can help by adding to it. |
Gallery[]
Buildings in Chronicles | |
---|---|
Civilian buildings | |
Economic | Town Center · Port · Fish Trap · Mill · Farm · Market · Lumber Camp · Mining Camp |
Research | Blacksmith · Academy |
Miscellaneous | House · Temple · Wonder |
Military buildings | |
Production | Barracks · Archery Range · Stable · Siege Workshop · Shipyard · Fort |
Tower | Town Center · Outpost · Watch Tower · Guard Tower · Bastion · Fort |
Wall | Palisade Wall · Palisade Gate · Stone Wall · Gate · Fortified Wall |
Unconstructable | |
Battle for Greece | Greek Army Tent · Greek Commander Tent · Oracle's Temple · Sapper Tunnel |