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  2. One concern I have with the proposed slavery system is historical consistency. While most of the civilizations in 0 A.D. practised some form of slavery, the way slaves were used varied considerably from one civilization to another. For example, the Britons did not necessarily have the same system of slavery as the Romans or the Mauryas. From what I’ve started reading (I’m by no means an expert on the subject), slaves seem to have been used extensively in agriculture in many of these societies, rather than for mining stone or gold or gathering wood. Perhaps agricultural bonuses would make more historical sense for some civilizations, while others could have different bonuses depending on their historical practices. I also think we should consider how different civilizations acquired slaves, since capture in warfare, slave markets and other forms of enslavement did not play the same role everywhere. I think some historical research would be necessary before settling on a single system for all civilizations. It could help us find a balance between historical accuracy and gameplay without making the mechanics unnecessarily complicated.
  3. Hey, just wanted to introduce myself. My name is Sam but I go by Heliozah. I've been playing the game for roughly a week now and I'm loving it so far. It reminds me of when my dad and I played Stronghold. I'm more of a city builder game lover so I mostly focus on building up my city more than I focus on the war aspect, but I do enjoy that as well.. Just not when I first started and I was almost immediately attacked by the AI and barely survived... Just to have them come back and destroy everything again after I rebuilt everything lol I play as the Romans because come on... we all know they're the best! Anyways, I'd love to know any tips or tricks y'all have and just to get to know everyone playing.
  4. See Delenda Est for the simplest way possible to implement a slavery system. One complexity I'd like to add is to make the available slave pool be a global limit rather than per player. But that's about as much complexity as I'd add.
  5. Google "The Oxford Handbook of Palmyra pdf", first link (dokumen.pub). Chapter 12 start at page 179 (198 of the pdf).
  6. Today
  7. Local_Auxiliary_Units_in_Roman_Syria_Ico.pdf I found another strong one through Researchgate.
  8. I need a visual reference to draw a version; I'll draw it by hand. First, I'll do the basic version. What I see are auxiliary archers from the 1st-2nd century; I don't think they'd be wearing that. And then the closest thing is the sagittari from the 4th century. Do you have the link to the text ? I'll paste what I've read first. And if I find any visual support related to the text, I'll paste that too. https://doi.org/10.1093/oxfordhb/9780190858117.013.37 I found it but I don't have access to the chapter and the rest of the book. If someone could chat and take a look, that would be great.
  9. I would make them keep their posts, unless ordered otherwise. That is, the only difference with present gameplay would be that they could go from a section to another of the wall (or wall tower) by walking on top of it. Maybe that could be the default path (while unposting them first would make them take the shortest path through the ground, which might be not shortest in time if one adds a time to go up or down).
  10. Indeed one has to be careful with mainly two things: micro and snowballing. To avoid the first, one should get slaves through capture, trade, or bondage as automatically as possible. To avoid the second, besides the problems mentioned (limited amount/lifespan), risk of fleeing/rebellion should be up there. Issues like phenotypes or "immediate" conversion have to guide the actual mechanism for things not to be weird. There are basically two ways to introduce slavery: with just a number, or units. A number could be another icon besides population showing slave population, that could be increased by fighting (like Loot), either with a "slavemaster" present or not (that could be an andrapodistēs for the Greek factions, although I have to check if there's something more "legal"), by buying at the market, or by "converting" own workers into slaves (it should be better than just deleting what one doesn't need anymore). The number of slaves (which would also slowly decrease because of runaway slaves) would provide some economic bonus, but if it goes too high there's risk of rebellion (Gaia units could spawn somewhere in the territory, decreasing the number of slaves). This could happen if an army is obliterated and the free/slave ratio suddenly decreases too much (how this ratio should exactly relate to rebellions is up for discussion). Maybe they could be set free and transformed into workers to deal with that ratio (but at a food price, and maybe an "adaptation" cooldown or a count on how many are freeable at a given time). With units, everything would work quite similarly, just that instead of a bonus, one would use them for any task wanted (I'd keep using a different population icon for them). I guess what would need more explanation in this case is the capture mechanism, but this also depends if there will be a morale/loyalty system.
  11. Some modders use their GitHub repositories (e.g. 0ADMODS), some have their mod only on a local drive or their preferred cloud storage and yet other have a Gitea repo (f.e. Empires Besieged). It's impossible to give a general answer. I’m specifically interested in the nonviolence mod ! I think the repository you asked for is the .zip file posted by @Freagarach in the following thread: Just extract the container and you see the modded files on your drive. By changing those, zipping and uploading you're 'pushing'.
  12. Actually a slavery system could make more expensive units useful again in a non-violence ! I’m specifically interested in the nonviolence mod !
  13. I just saw your similar post... ... and got reminded on this topic: My problem with your proposal is that it shouts 'I minimize micro-management!' but in my game style it would lead to more micro-management bc units would not more be where I garrisoned them and sometimes I need all those 5 units at one place and then I have a problem.
  14. Some modders use their GitHub repositories (e.g. 0ADMODS), some have their mod only on a local drive or their preferred cloud storage and yet other have a Gitea repo (f.e. Empires Besieged). It's impossible to give a general answer.
  15. So to be clear opengl stopped working ?
  16. @Grautvornix @Thalatta Since this is the largest dedicated Slavery thread, lemme just list the options presented here (at least that are viable, if there are ones I missed lemme know) 1: Train Slave Units at Market/Dock/Storehouse - This would mean a custom slave unit, who would probably just cost metal, be easy to train, but might have some other problem (such as a limited amount that can be trained/limited lifespan) 2: Convert % of Slain Units to Slaves - This is viable, it adds little micro, though there might be problems with phenotypes (turning a male soldier into a female slave), OP usecases (snowballing is increased, since winning battles helps your eco), and actual usefulness (slain units would transform on the spot, meaning they would be slain by formerly allied soldiers quickly). 3: Unique "Slavemaster" Unit - This idea is that a unique unit would be trained at the Market/Dock who can capture other units, turning them into slaves. The micro required for this might balance it's relative bonuses of free workers. 4: Capturing Units - Similar to 3, this feature would have any soldier have the option to "enslave" an enemy unit below 20% health. This is probably OP (could result in capture rushes, where captured slaves are used to weaken uncaptured units) and is A LOT of micro.
  17. Thank you xD The no violence mod sounds great except a lot of units become useless . Can you still capture buildings ? It’ll be a while before I can look at changing the other icons. Do mods have a special git repo ? How does one push a change ?
  18. As I mentioned, maybe try your luck with the sources listed at the end of Chapter 12 (Palmyra and the Military, From the Roman Period to the Islamic Conquest) of The Oxford Handbook of Palmyra (if not illustrations, maybe descriptions). Possibly even the military roles I described before are more fleshed out in some of those.
  19. That person did start a thread (different username, but same day): Other threads dealing with the same thing (just by looking at the first two pages of a search, I think both duplicated issues and threads should be closed as soon as they appear, or ideally merged, but it seems that's not possible). And mentioned in the more recent: I'd say, choose the most complete one and continue from there
  20. This deserves it's own thread ngl
  21. Other things I want to do and need advice from historians for are: What would all the archer levels look like, from basic to elite?
  22. BINGO! Quite surprised that this should have changed on a minor, late OS revision, but there we are. Interestingly, I don't have that on my other Mac, running the newest OS. But there we are. Thanks, all.
  23. Regarding the slavery/naturalization debate: Aha you want slavery then! That’s up for interpretation ! Who is to say the villagers are unpaid and have no property ? The idea is just they aren’t allowed weapons ! It would also be interesting and fun if soldier units could capture/convert villagers immediately instead of killing them ! There is the ten-and-a-half year old Issue #3873 (Slavery system) that awaited discussion till today.
  24. Sometimes when @vladislavbelov makes changes shaders need to be updated
  25. I'm on Apple Silicon, not Intel. (And I'm on OS 15.8, which is two versions below the recently released OS 27.) And I'm using the ARM build. I have re-downloaded the app (in the unlikely event that the binary somehow got damaged in such a way that it still runs), and deleted the Cache folder. Are there are parameters or settings I can use in the config file that might be useful?
  26. Do you know if you were using the vulkan or the opengl backend ? you could try running the game from the terminal with -conf:rendererbackend:vulkan or put rendererbackend=vulkan in your user.cfg
  27. I did a search, and ai said that macos 27 dropped hardware support for intel macs, so intel macs can't go to 27. Not being able to run intel apps is going out in macos 28. https://developer.apple.com/news/?id=w5ngl9k2. So, I think @benwiggy is fine
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