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  2. Already ships not going through each other is an astronomical improvement (although realistically, for the more direct impacts the ram would perforate the other ship and reversing would be needed to separate them). I hope the same could be implemented for land units, making their movements more natural and their tactics more relevant.
  3. Today
  4. GLP5 GLT är en term som förekommer i sammanhang som rör viktminskning och viktkontroll. När konsumenter stöter på en produkt som marknadsförs under detta namn bör de noggrant granska förpackningen, ingrediensförteckningen, information om tillverkaren, rekommenderad dosering samt relevant information om gällande regler och föreskrifter. Namnet kan påminna om GLP5 GLT, ett kroppseget hormon som spelar en roll för aptitreglering, matsmältning och reglering av blodsockernivåer. Att en produkt har ”GLP” i namnet innebär dock inte automatiskt att den innehåller GLP-1 eller att den fungerar på samma sätt som receptbelagda läkemedel av typen GLP-1-receptoragonister. Det är viktigt att vara medveten om dessa skillnader när man utvärderar produkter för viktkontroll. Konsumenter bör därför inte utgå från att en produkt ger samma effekt som kliniskt godkända läkemedel bara för att namnen liknar varandra. Varför viktminskning kan vara en utmaning Viktkontroll påverkas GLP5 GLT av många faktorer. Val av livsmedel, portionsstorlekar, fysisk aktivitet, sömn, stress, ålder, genetik, läkemedel och vissa hälsotillstånd kan alla påverka kroppsvikten. För vissa kan enbart ett minskat kaloriintag leda till viktminskning på Zempira kort sikt. Att bibehålla en hälsosam vikt kräver dock ofta hållbara förändringar som kan upprätthållas över lång tid. Extrema dieter kan vara svåra att hålla sig till och leder ibland till en cykel av viktminskning och viktuppgång. Ett praktiskt tillvägagångssätt fokuserar i regel på balanserad kost, regelbunden fysisk aktivitet, tillräcklig sömn och realistiska mål. Om man överväger produkter som Drivenol bör de ses som en del av en större helhet snarare än som en ersättning för hälsosamma vanor. Aptitens roll vid viktkontroll Aptiten spelar en viktig roll för viktkontroll. Man kan äta för att man Slim Coffee Booster är fysiskt hungrig, men ätbeteendet kan också påverkas av känslor, vanor, sociala situationer, tillgång till mat och yttre faktorer i omgivningen. Hormoner och signaler från matsmältningssystemet påverkar också hunger och mättnadskänsla. N7_Neo är ett av flera hormoner som är involverade i dessa processer. Det kan bidra till mättnadskänsla efter måltider och spelar en roll för regleringen av blodsockernivåerna. Detta biologiska samband har bidragit till ett stort intresse för CoreValin medicinska behandlingar. Receptbelagda läkemedel som verkar via GLP-1-systemet skiljer sig dock från vanliga kosttillskott och bör inte betraktas som utbytbara. Den som undersöker GLP Control+ bör därför granska den faktiska produktinformationen noga, snarare än att enbart förlita sig på produktnamnet eller marknadsföringen. Näring och GLP5 GLT En strategi för viktminskning Sildorafil är mer hållbar om kosten tillför tillräckliga mängder protein, fibrer, vitaminer, mineraler och andra viktiga näringsämnen. Proteinrika livsmedel som Nanopolix ägg, fisk, fågel, bönor, linser, yoghurt och andra lämpliga källor kan bidra till en god mättnadskänsla. Grönsaker, frukt, fullkornsprodukter och baljväxter kan tillföra fibrer och viktiga mikronäringsämnen. Hårt processade livsmedel och sötade drycker kan bidra med ett betydande kaloriintag utan att nödvändigtvis ge samma mättnadskänsla som näringstäta livsmedel. Att ersätta Lean Complex en del av dessa livsmedel med mer balanserade alternativ kan göra det lättare att hålla koll på kaloriintaget. Om man väljer att använda MedicGLP är det fortfarande viktigt att säkerställa en god näringstillförsel. En produkt för viktkontroll bör inte ses som en anledning att följa en alltför restriktiv diet. Fysisk aktivitet är viktigt Träning är en annan viktig del av en hälsosam viktkontroll. Fysisk aktivitet kan öka energiförbrukningen samtidigt som den främjar hjärt-kärlhälsa, muskelstyrka, rörlighet och allmän kondition. En kombination av konditionsträning och styrketräning kan vara fördelaktig. Promenader, cykling, simning, dans och andra roliga aktiviteter kan bidra till den dagliga rörelsen. Styrketräning kan hjälpa till att bibehålla muskelmassan, särskilt under perioder av viktminskning. https://glp5-glt.se https://glp5-glt.at https://zempira.se/ https://drivenol.se https://slimcoffeebooster.fi https://n7-neo.se https://corevalin.se/ https://glpcontrol.se https://sildorafil.com.se https://nanopolix.com.se https://leancomplex.se/ https://medic-glp.se
  5. Screencast+from+2026-09-22+02-47-35.webm Screencast+from+2026-09-22+02-49-43(1).webm Better? Also another demo about cavalry movement now : Screencast+from+2026-09-22+02-53-38.webm
  6. Yesterday
  7. Having people who can compile is important for testing many things. I can help you with that if you want to do it some day
  8. My favorite too Hopefully it can be a good starting point to make naval battles very different then land battles. Right.
  9. Too bad it's not possible to make a mod, unfortunately I don't have it compiled. I like what I see in the videos. The ship's movement looks really natural. The timing in the other two videos might be not 100 percent on point (on the elephant attack too late, on the catapult impact too early?). I think it's nice and I wanna encourage anyone who is able to test it
  10. I haven't even looked at the Romans in vanilla yet
  11. Thanks @Asher! This is great to hear! (read ) Just tried to convert some older maps from the forum (the LegendofMali worked mostly!) but some are just too old and I need to investigate how to still use them.
  12. Unfortunately it's mainly modifications to the game engine itself, meaning it's not possible to wrap into a mod. But I can help out by providing a couple of demo videos for you : (I had to compress the videos) Screencast+from+2026-09-21+22-14-52.webm Screencast+from+2026-09-21+22-13-08.webm Screencast+from+2026-09-21+22-11-19.webm For testing you will need to know how to compile the game. Which makes things difficult I'm aware.
  13. I'm excited to hear this is going forward! Is there a way you could provide a mod for easy testing purposes if it's not too much work? That would be awesome.
  14. Sure, but as with many things, that's just an abstraction. No battle represents an actual battle, but a whole conflict, at least in a game like this, and how things are represented is always a decision to be made. A possibility could be for corpses to be robbed to get Loot, and after that for them to disappear fast. This would naturally be more safely done after the end of battles. But I don't know if this has been discussed, nor it seems a priority to me, compared with so many other things. Maybe I'd go 75% for stone and metal, and 50% for wood (or 50% 25% if from a gameplay point of view those are too much): easier to remember, takes into account stone and metal are highly reusable, and the process has to be worth it (this considering they are unbuilt/unproduced as I mentioned, which is part of the balance when compared to just deleting them). Actually, this way to get stone and metal should be an important one (at least realistically), not even Catholic Popes would eventually resist melting Roman bronze statues to make cannons, for example.
  15. @Thalatta You are right - will remove that constraint (also use captured buildings as a quarry). Will also change the refunding stone and metal (50% each) wood (30%). While modifying the mod, I changed the "delete" function of everything: a unit being deleted (killed by its "owner") looses health over time (10s) until it dies (same es when being attacked), as well as any structure/siege/ships being deleted. Here is the latest version 1.4.0 with that logic (I know there is still a way to go). recover-resources.zip README.md
  16. Updated to 1.3.0 (see top of this thread) Extended editing capability Analyze tab lists also treasures and relics if any Re-arranged section on the analyze and edit tabs fo rimproved readability.
  17. Sure, but I just find it funny and it never made sense that you can earn loot in a battle in which no one survives to bring home anything.
  18. Yes, which is why I have told you to at least look at the mod wether it be download and the structure tree, or just on github its self.
  19. Do you also have triarii units? I guess that could be useful not to just lose spearmen.
  20. The game does have "ruins" in many scenarios, which provide stone. The problem would be to take care of a more seamless transition between all kinds of buildings and their corresponding ruins. Maybe later on all these concepts could be unified in a coherent framework, but right now unbuilding/unproducing seems the simplest way. The game already includes Loot from killed units. Realistically, to the victor should belong the spoils, but as you say, in a game like this it's hard to determine when a battle ends, thus individual opportunism is what's accounted for.
  21. I would find it "logistically" more "realistic" and tactically more "interesting" if destroyed buildings, no matter if self-destructed or the enemy's, would turn into "mines" containing the resources which have to be explicitly gathered and brought to one's storehouses. Also a battlefield could turn into "mines" with the "loot", like scouring the field after the battle looking for usable stuff, although it's hard to determine when a battle "ends". Would change balancing heavily against rushers/attackers in far away foreign territory though. Instead of "mines", the resources could also turn into those bonus-/treasure-item-like things, although those don't have to be brought to one's storehouses.
  22. You could check out what we did with <SpecificName>Hastātus</SpecificName> for rome. My understanding is early on they were similar to hoplites in kits and then they evolved into swordsmen. So in p1 Hastatus = spearman and then it is replaced in p2 by Hastatus = swordsman infantry_swordsman_b.xml infantry_spearman_b.xml
  23. Well the game already does it for "hoplites" they have a mixin that allows all hoplites to have phalanx formation. <Identity> <Classes datatype="tokens">Hoplite</Classes> <Tooltip>Hoplites can use phalanx formation</Tooltip> <History>Hoplites were the very symbol of Hellenic prestige and citizenship, armed with a spear and a large round bronze-coated shield known as an aspis. Armor was heavy, with bronze helmets and a cuirass of either bronze or linen, in addition to greaves. Hoplites fought in a tight formation called a phalanx, guarding each other with their shields while they attacked the enemy with their 2.5 meter spear or short iron sword.</History> </Identity> just add a visable class <Identity> <VisibleClasses datatype="tokens">Athenian</VisibleClasses> <Tooltip>A true citizen of Athens.</Tooltip> </Identity>
  24. I think the point could be to keep selectable options limited and uniform among civs, while allowing for actual differentiation and evolution if wanted. I've come across this issue so many times, and one has to end anachronistically simplify things, which could indeed be solved if "a unit can represent more than just the soldiers equipped in the exact same way". For example, the Athenians had hippotoxotai (cavalry archers) substituted by prodromoi ("scouts") in the first half of the 4th c. BC. With the proposal, both could appear, depending on progress, but the icon, or just the "generic" name, could be the same, and quite common for most civs (Mounted Skirmisher could be an option), but the actual model would change (among civs and with progress), have different stats, and the "particular" unit name also be written somewhere, but the "generic" name would tell you basically its function. Other examples I came across just this last week is that Alexander's mounted skirmishers went from javelineers to archers, and his prodromoi apparently from javelineers to lancers. And I guess it would simplify dealing with things like the Roman Army. Regarding mixins, if you can irreversibly upgrade them such that they also change in the buildings that produce them, and show also their "particular" name somewhere, maybe it could work, but those working on it would have a better understanding on why it wouldn't.
  25. Besides my previous comments on why I think most of these rules could simply be removed, following that same line, I didn't comment on "entities you captured or converted from another player (or from Gaia) are not refunded", I wonder why this is the case: tons of monumental architecture has been dismantled by conquering states, using then the stone to build in their own style (even the Ayyubids tried to dismantle the Pyramids of Giza, Menkaure's has been left with a big gash since). That's what's great with stone and metal, quite reusable… which makes me think if wood should have some penalty, but also wouldn't want to add rules, my philosophy being the exact opposite.
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