pgr wrote:As 1.05 continues to evolve, I'm going to make a plug for two little game play tweaks.
1: Remove the cap on destroying depots
As it currently stands, a stack can currently destroy only level 1 depots. In RC3 the "Raid Depot" card has been nerfed (appropriately in my mind) so that only 1 level of depot is removed per use. Allowing stacks to torch depots, up to level 4, to the ground seems like a good way to throw a bone to raiders AND it would allow a defender the chance to destroy his depots before he withdraws from a region.
I agree 100%. If I own a depot--regardless of whether I captured it o3 built it--and want to insure that it will not fall--back--into enemy hands I must be able to destroy it. Currently if I have to abandon a depot, it's a Christmas present to the enemy. This makes not sense what so ever. I was just coincidentally reading up on the Johnson Depot Raid. If Forrest can destroy a huge depot from across the Tennessee River with just some artillery, if I have troops with control of the depot, there should be nothing to stop be from torching it.
Burn, baby, burn!! 
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Speaking of depots:
Drop the special need for a supply train/transport to build them. Give the player 5 Build Depot RGD's that cost $5, require between 1 and 3 elements to build it, get out of the way and let the player do what he needs to do. EVERY TURN renew the Build Depot RGD's.
Add a Close Depot RGD to reduce the level of a depot by 2-3 in a turn so that the player can control where he has his supply move. Reducing the level of a depot will not destroy any of the supplies, but will reduce the pull to that depot and allow the 'excess' supplies to be pulled away by normal distribution. Once the Depot hits level 0 remove it from the map.
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pgr wrote:2: Reform Fort Building
The requirement to have 2 supply wagon units and 4 artillery units to build a fort has always struck me as weird, especially because the arty vanishes once the fort is built. I would suggest either having the arty units that are used in the construction become permanently fixed in the fort OR having the new fort spawn with a fixed "fort artillery" unit. Otherwise, I am quite happy with the Ageod team's openness and speed in the patching process. Well done.
The requirement is to 1. assess a cost to building the depot, and 2. pull a certain number of CC's out of the pool while the depot is being built. Once the fort is built, all the cannons and supply trains are returned to their respective pools, just not the money and WSU

.
If you want to have artillery to be at the fort the second you open it with ribbon cutting ceremony and everything, I can fix that for you now. Let's say you want to have a 2 battery fort. When you start building the batteries and supply trains to build the fort, the cost has been increased to
6 batteries--sorry, nothing comes for free--. When you start building the fort, put two batteries aside in their own stack and start building the fort with the other stack. So, when the fort is completed, take the two batteries you put aside and drop them into the fort. And there you have it!

A brand-spanking-new fort with 2 batteries already inside right from the get-go
