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After I installed the game I get an error msg:
Function call failed: return value was 0 (No error reported here)
Location: file_system.cpp:158 (CreateDirectories)
errno = 0 (No error reported here)
OS error = 1392 (Bestand of map is beschadigd en onleesbaar.) (Map is damaged or unreadable)
I am on Windows 10.
What can I do to fix this?
Yes, loot system. Ofc you bring it up.
Guess what you need to kill 50 women (!) to gain back enough resources to replace a single !!!! soldier in the current concept. Even if you put in 50% more loot you still need to kill multiple units to actually get something back in return. And even then I still loose resources for every second the army doesn't gather resources.
So in short, reasons to keep the army in the city and boom:
1) no risk of loosing soldiers
2) guaranteed income and not by chance of killing enemies
3) no need to reassign replaced soldiers in the base to resources
4) If I attack I risk roughly half or even 3/4 of my economic power (number of citizen soldiers) to actually attack an enemy who has just as many units and gets an advantage while I approach him.
Tell me again, why is this risk worth it if I can just build a wall up, start booming and then spam champions + siege weapons to take out the enemy city? Heck I can even train women from every house that the civs have. Depending on the game time that's up to 20 women every couple of seconds. And all those can harvest resources aswell.
Ever seen a 5 TC Boom in Age of Empires ? Compared to this it's a Kinder Party.
I'm sorry, no offence but I have to say that you have no clue of what are you talking about because i remind you of the loot system and the gain of killed unit resources.
I had your same thought about the fact that apprently being difensive could be an advantage but I had to change my mind since being offensive.
The game is about denying enemy economy and not cumuling resources like an ant, since resources can even get stockpiled with the result of 10k+ of food and wood in late game, sometimes even metal; I recall that not the best eco score player wins.
A system with citizen soldiers isn't that different from a ringing bell with villagers defending the city.
Yes and that's a problem.
As soon as player A stops foraging with his soldiers to attack start loosing resources because the soldiers are not collecting resources anymore.
Now the enemy player B still gathers with all his women + soldiers,
- attacking player A looses resources from not collecting (resources A)
- defending player B gets additional resources because his army is collecting (resources B).
So the total loss for the attacking player is resources A PLUS resources B
And on top of that if you don't have women in your base the whole economy is @#$%ed up and you have to reassign every unit once more to gather the required resources which is a tedious task in the lategame.
So stop arguing about that the Citizen Soldier system is a good concept just because you don't get te problems that result from the system because you are not directly affected.
Even with the Citizen-Soldier system, I still separate my economy from my military to a certain extent. I use Female Citizens to gather food and wood, ideally totaling about 6 to 8 batches for farming since foraging is always exhausted quickly, which will probably change once the Corral trickle is implemented, and about 6 to 8 batches dedicated to woodcutting depending on how much wood is needed, and dedicated Citizen-Soldiers, that cost food and wood, in order to gather stone and metal, totaling 2 to 4 batches for each. I usually group my ranged infantry, melee infantry, ranged cavalry, and melee cavalry into separate groups for my army, and use the infantry for building structures for reaching new phases and houses until I reach the population cap. I actually don't use Champions very much, only if I feel I need to augment my Citizen-Soldiers with them, which is usually true for the Spartans and Mauryans.