- it is damn hard to keep a road open vs even minal enemy, raider or animal movement
- it is impossible to just hold a border passively, without comitting the expensive and rare mobile units
- there is no way to invest IP to make a hex easier to defend, when that is something humanity has done for milennia
The biggest worry with those modificaitons, is making Major power cities harder to take. Ruins already give 250 Entrechnment, making the almost impossible defensive positions
So those options really should not be adding more defense values to something already that tough.
Of course, maybe be passive terrain effects can be lowered if we have active options to get back up to where we are right now?
This is a hex asset. You just build it like any other. Or maybe you can build them more like roads or like you redraw zone borders? As you may need a lot of them, simplified building seems usefull.
They would add entrenchment to a hex. Both Automatic and/or Maximum.
The would represent road guard houses, watchtowers, patrol houses for police or militia and even small bunker complexes on the odd hill.
Maybe it could even be upgradeable?
This would only add defenses to one specific side of a hex. A way to add a artificial version of the "Escarpment" or "River" modifier to attackers from that one direction.
This represents bunker lines that face a specific direction, minefields, coastal fortifications.
This could make it a lot cheaper (considering only thin strips on the borders need to be covered) and also makes it a lot harder for the enemy to use it against you: It only hinders attackers comming from a specific direction, not the attackers trying to take it back.
I am unsure about the UI side however. The game has no way to identifiy specific hex borders as a target.
A fortifications without at least a (token) guard, is just something for the enemy to take. Thus fortifications should be guarded by at least a token force. Stuff like 1-3 subunits of Militia:
- they would be immobile and unable to attack, so they do not need to follow normal limits (like PP to raise them, using Manpower or Draining Militia Manpower & Equipment). If they need any limitation against squandering them, how about letting them cost Population directly
- even with the bonuses, they should not be able to stop 10 subunits of proper Soldiers. Nevermind 20 that use concentric attacks
- they should still emit a zone of control, even able to take back land (if the conquering enemy left it unsecured) next to them. Of ocurse even with a unbroken chain, it would be 1 hex per turn only. Even a small militia unit following the same road should be able to do way more
- they would need supplies. So cutting them off would be a effective way to "starve them out". But maybe their position could allow them to have increase supply stores comapred to normal units?
- guarding and limited autonomous retaking of roads
- guarding borders
- preparing defensible positions in poor terrain