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To the Developers and Gamers
Lion.Kanzen replied to Empire of the Sun's topic in Gameplay Discussion
I don't know if it's because I'm demanding, but there is always room for improvement. I miss the size of the art team we had from 2015-2020. - Today
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Empire of the Sun started following To the Developers and Gamers
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The Game is excellent and entertaining like no other, thanks again for so amazing development on continuing improvement. Hope that soon the game updates will be easy available for all of us No everyone is technical pro!!!
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SandraTok joined the community
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gameplays Age of Empires 2 stuff
Lion.Kanzen replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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FaImalp joined the community
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Historic miscellaneous videos topic
Lion.Kanzen replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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Civ: Imperial Romans (Principates)
Lion.Kanzen replied to wowgetoffyourcellphone's topic in Delenda Est
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moviuuGek joined the community
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Officially I mean. There are a lot of things those mods offer that I want to see in the game.
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I also think that the default attack mode when creating units should be that or that it can be changed in the game settings. @carlosnewmusic @Lion.Kanzen This option EXIST you can do it with autociv. https://github.com/nanihadesuka/autociv/tree/master_alpha_26 Edit : I've just realized I already posted this exact same reply already lol
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Civ: Imperial Romans (Principates)
Lion.Kanzen replied to wowgetoffyourcellphone's topic in Delenda Est
https://www.worldhistory.org/article/2423/childbirth-in-ancient-rome/ -
Civ: Imperial Romans (Principates)
Lion.Kanzen replied to wowgetoffyourcellphone's topic in Delenda Est
But in the days of Caesar Augustus (27 BC-14 AD), he knew by censuses that the population of Romans in the world was declining. He had tried to curb lax morals and encourage marriages by implementing in 18 BC a law making adultery a crime and 27 years later in 9 AD he enacted Lex Papia Poppaea to promote and reward marriage because the number of Roman men who were unmarried was greater than the number of married men. He blamed the low birth rate on on men who preferred the licentiousness of the single life to the responsibilities of married life and children. As Caesar, Augustus saw lax morals and low birthrate as threats to the Roman State. He publicly addressed this problem in the Forum. https://earlychurchhistory.org/medicine/ancient-roman-abortions-christians/ https://historytravelswithnancy.com/women-ancient-rome/law-&-identity.htm The Lex Papia Poppaea of 9 A.D. is part of the legislation of Octavian Augustus and, together with the Lex Iulia de maritandis ordinibus of 18 B.C. and the Lex Iulia de Adulteriis Coercendis of 17 B.C., - of which it represented a complement - encouraged and strengthened marriage and childbearing. It also included interventions against adultery. The law suggested conventional ages within which marriage was required-25 to 60 years for men; 20 to 50 years for women. After this age, those who had not married were declared celibate and faced penalties, which could also weigh on inheritance. The law was introduced by the 9th year consuls, Marcus Papius Mutilius and Quintus Poppeius Secondo, although they themselves were celibate. https://es.m.wikipedia.org/wiki/Lex_Papia_Poppaea (Spanish version). https://en.m.wikipedia.org/wiki/Lex_Papia_Poppaea The birth-rate in Rome was still a matter of concern to Augustus, but the legislation of Papius and Poppaeus in AD 9 focussed on freedpersons rather than the senatorial and equestrian orders, offering them incentives to have three or more children. https://ebrary.net/140779/history/papia_poppaea More rights for women As a result of the lex Papia Poppaea, there were changes to regulations on guardianship for women: prior to this law Vestals were the only women who did not need to have guardians, and now the right of children (ius liberorum) allowed both freeborn women and freedwomen the same status as Vestals (Plut. Numa 10.5; Gaius Inst. 1.144-145: docs 7.90, 15.30). Citizen women with three children were exempted from guardianship, and freedwomen with four (if in statutory guardianship), or with three if in other forms of guardianship: the ‘ius trium liberorum’ (right of three children). Women with this right were permitted to inherit more than the maximum amount allowed by the lex Voconia of 169, 100,000 sesterces (Dio 56.10.1-3: doc. 15.27), while widows and divorcées with the prerogative of the ius liberorum were also freed from the obligation to remarry. When Drusus, Livia’s younger son, died in 9, Livia had been given the consolation of being classed among ‘the mothers of three children’ (i.e., given the ius liberorum), so that she could enjoy all the privileges of this status without suffering the penalties resulting from an insufficiency of children (Dio 55.2.5-7: doc. 15.27). Augustus was attempting to raise the birth-rate among the upper classes, presumably to ensure that senators had sons who could succeed them in their magistracies and military and administrative roles. He may also have been concerned about army recruitment at lower social levels -
I've been waiting for that for quite some time.
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carlosnewmusic started following default posture of unit
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I also think that the default attack mode when creating units should be that or that it can be changed in the game settings.
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Others RTS - Discuss / Analysis
BeTe replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Free open source, Linux friendly, low system requirements, CnC Tiberian Sun like game. But has new features and very good gameplay: -
I edited the previous post: the Mock Release Bundles are now signed on macOS, and should not require workarounds to be tested. Thanks to everyone who gave feedback and reported bugs already! We are steadily progressing towards the first RCs.
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Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Yes it would be exciting to fight. all I'm saying is that if there isn't a lot of information, we can get the battle to be as big as you need for the game. Things in general will need to be adjusted for scale. Quite a few battles had troops in the thousands on both sides, but that won't work with a population cap of even 500, so events will need some adaptation anyway. So have your final battle as big and exciting as you want. :-) (In reason of course) -
Yeah, but wouldn't it still be more exciting to fight e.g. the Battle of Cannae?
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Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Sounds like a good plan just don't worry about the size too much. Scale in 0 A.D. isn't exactly 1:1 to real life anyway. -
Here is what I suggest for scenario 4: I think the campaign should end in a big battle. 0ad is a game about warfare after all, so that's what people install the game for. Preferably, the player should get to carry out an attack this time. Mainly, because the tutorial should teach how to do that (and in scenario 3, the player only defends). But also because it simply a lot more fun from a role-playing perspective. However, we need a target. It can't be the Iberians this time since we made peace with them in scenario 3. The obvious (and ideal) choice would be Rome, but they weren't present in the region at the time at all (and I'll explain why that's important later). Now, it's not as impossible as it may seem to find historical events that suit our needs. Because here is what happened after Hasdrubal founded Carthago Nova: The city of Massalia was actually quite an important power in the region (and itself has a pretty interesting backstory, it was even candidate for the subject of this campaign at some point). Plus, it's Greek (and so its colonies), which allows us to include yet another popular ancient civilisation that players might have prior knowledge of. Of the said towns, Hemeroscopium ("Hemeroskopeion" in Greek) seems like the best choice (it's at least the one I was able to find the most about online). And it has the best-sounding name . So, I'd make it the final objective of the scenario to conquer this town. Now, it was not as big as one would wish, so the if there was a battle it was probably quite small and we have no historical record of it. That'd be the only drawback. However, after taking over the city we can have the player sign the Ebro Treaty (which among other cities was requested from Rome by Massalia). On the one hand, it prohibited Hasdrubal from marching further and taking more cities, but also granted much of the entire Iberian peninsula to Carthage (which is what Hasdrubal set out to do at the beginning of the campaign). And we can emphasise his diplomatic skills again. That would be such a satisfying end in my opinion.
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But I wouldn't force the player into losing the battle either. Maybe when the attackers realize they can't breach the walls they simply retreat (they've been repelled, but far from defeated). That way it makes more sense why both sides are willing to sign the treaty.
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Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
That sounds like a plan we’d just have to design scenario 3 so the player couldn’t conceivably brute force their way to victory without becoming allies but we should be able to figure that out . -
I think it's a great idea. I was originally not planning on teaching the player the diplomacy system, but this is a nice opportunity to do so. We could make scenario 3 focus on fortifying the city and repelling an assault. But in the end actually negotiate an alliance with the attackers: For instance, gifting them some food to help with a current shortage (and maybe arranging some intermarriages). And in exchange the player gets access to the Iberian embassy building in the next scenario (therefore the ability to hire mercenaries) to use in the large attack in the end (against some Roman target).
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Based on my 4-5 years of experience playing 0 A.D., I have noticed that many players are either overrated or underrated, with some claiming their skill level is higher than it actually is. To address this, I propose the following ladder to categorize players' levels: Iron Level (1200 or below): These players are beginners with limited experience in the game. They are still learning the mechanics, and progressing beyond this level may take a few months to several years, depending on the player. Bronze Level (1200–1500): Players at this level excel at booming but are weak in combat and often struggle against rushers. Many prefer defensive playstyles and are not as active in offensive strategies. Silver Level (1500–1700): These players are "eco-bots" with excellent economic skills and strong armies. However, they rarely rush and lack proficiency in advanced rushing tactics. When they do rush, it is often infantry-based. They primarily prefer playing on mainland maps and are less skilled on low-resource maps. Additionally, they are vulnerable to early attacks. Golden Level (1700–1900): These players are aggressive and knowledgeable about rushing strategies. They excel at disrupting the economy of silver-level players and often dominate early engagements. Diamond Level (1900+): These players are highly creative, capable of devising new strategies for both combat and economy. They often serve as role models, with others learning from their gameplay. In my opinion, among last year’s active players, only Vali, Borg, and Vinme belong to this elite level. Note on Cheating: Some players use tools like ProGUI auto-train, hacked auto-civilization selection, or multi-click mice. While some may argue these are not cheats, in my view, anything that provides an unfair advantage is cheating. These tools can artificially elevate a player's level. For example, a bronze-level player using cheats might appear to be at the silver level. Therefore, players using such tools should be demoted by one level in their ranking.
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