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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    • A merc elephant would be great As a thought experiment I would assume a full metal cost, which going off the smaller African elephant would be 450 metal in total after converting food cost to metal.  Given training is faster, and also knowing the limited acquisition that Rome has from Numidia, I would run with the elephant stables but cap it at 1 or maybe 2 buildings, that way production should be slower than other civs who could spam like four or five elephant stables so they can mass them fast. A cool side affect would be that now a Roman player could use captured elephant stables, which would be a fun niche feature.
    • Six to be exact. unit focus is fine but does not have to dictate everything. Not sure what exactly you mean by additional unit roster, their roster is still the same after the reforms tech.
    • I agree.As a non-roster mercenary unit it's fine.
    • We already have a lot of civs which have access to War Elephants. Romans have focus on infantry and siege. They are also currently the only civ with an additional unit roster. I think they are fully covered now, but I would like to see the return of Donkey-pulled Scorpio cart.  Romans have an abstract technology called "Roman roads", which provides a small speed boost. I'd say that the idea is fun, but this is not a City building simulation game. This is a fun idea, Praetorians had this feature.  Again, would make this into a City building simulation game. The players already need to worry about positioning for their structures, we shouldn't make it worse. For anyone who played Metal Fatigue, you know how annoying this can be. Or fun, depending on if you're the one who built a huge tank and artillery army underground and are now wrecking the enemy's base. 
    • Oh, and of courser not every stone quarry should offer an entrance to a cave system. It must be discovered. This might be an option to mine more stone over a longer period. In a typical game, stone appears to be a resource that is used in larger quantities mostly during build up.
    • The difficulity is of course the actual game mechanic: a building to walk on, not like a wall, not like a field. For sure not easy to implement, hence this might remain a dream. Ah - one more I remember from Settlers 5 that was fun: - tunnels/caves - you could discover and enter them, and then surface again on another place on the map (teleporting is a feature we have already iirc). Of course this works for both sides. To add more fun, the entry would be blocked by stone (a stone quarry). Once the stone is removed you have a secret passage to another part of the map. Watchout - it can also be used by your adversary if he discovers it!
    • This would be pretty epic, I always wished we could build the bridges from the scenario editor is Age II. Roads would be an interesting feature, most useful I think for shifting forces around your territory I would think, though aggressively building a road into your opponents land would be terribly funny as well  
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