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Jorlem

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Reposting what I posted in the most recent dev diary thread:

You'd have the current fort mechanic, that would have a "building" that would turn it from a fort to a fortress, that would not be destroyed if sieged down, and might have a number of other buildings/upgrades, one of which would let you upgrade the fortress into a Great Fortress, that would take the same expenditure to build as a wonder, but would not use the wonder slot.
 
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Castimirr

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I'm not sure how well that would work since most fort mechanics focus on them being temporary structures in hostile territory. I wouldn't exactly mind if that changed but it would need to be considered.

It almost seems like this wants to use forts and fortresses for what castles are supposed to be for. That said I would be totally on board with renaming the current castle holding to manor (or similar) and making castles/forts a dedicated defensive structure, possibly with one slot for the county holder that is permanent and upgradable and a second slot for a temporary hostile holding. Counties that have permanent ones would be much more defensible and the others would be far more open to raiding/attack, regardless of the type of government the count uses.