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  2. I totally agree with you! I've noticed the same thing; it's either rams or elephants, nothing else has the armor and destructive capability to get past the towers, and fortresses of the already too difficult ai. I think what we should do is put something that makes building champion-normal soldiers more rewarding, and also change the difficulty of the ai for the better. In ancient times when Macedonia wanted to conquer Persia; they didn't build 200 rams and launch them straight for the civic centers. I think the defense towers and fortresses make sending soldiers into enemy territory too hard, we should weaken the destructive capabilities of those obstacles.
  3. The graphics look good (for the most part) BUT Whenever you select a unit, you get a picture of it and those could definitely be improved
  4. https://en.wikipedia.org/wiki/Vishakanya This is the wikipedia page, these people mainly got popularity through old legends rather than actual accomplishments. If they have to stay in the game I would make them way weaker ( more realistic ) and way more clothed
  5. I could(busy right now) but it is a know fact
  6. I know three important accounts about them: Battle of Thermopylae (480 BC), Battle of Delium (424 BC) and Battle of Nemea (394 BC) In the three, there is no mention of their panoply. The best we have is Thermopylae where Herodotus does not detail the Thespians' armor separately from the rest of the Greeks. He describes the Greek forces collectively using long spears and shields. During the final stand, he notes that after their spears broke, the remaining defenders (including the 700 Thespians) fought with swords (xiphē), and eventually with their bare hands and teeth.
  7. Today
  8. according to understanding the new programming languages would make it easier to create a game from 0.
  9. Is there any evidence of them being swordsmen?
  10. And that's fine, because as @real_tabasco_sauce says, you don't want all your ships to be ranged units when garrisoned. Besides, shooting while on a ship is harder than from land, so that bonus is misplaced (maybe only if you consider ship towers). In any case, "arrow ships" were never a thing, this is a unit copied from Age of Empires, and Naval Oxybeles is a tech copied from Age of Mythology, when that's just mounting an oxybeles on a ship (fixing all that would enhance the game). I think one should consider the "arrow ship" as a ship with an oxybeles, with a decent range, and just remove that tech (besides, "siege ships" are usually equipped with a lithobolos). Additionally, one could have some light close ranged attack if ships are garrisoned, since realistically this should affect mostly crews, not ships (but right now the game doesn't deal with that, which I think it should, for both ships and sieges, to enhance the game further). There are many more things to be said about ships, but later on. Regarding swimming, some could, but not heavy troops.
  11. Nobody ever remembers the Gracchi brothers.
  12. https://en.subalternosblog.com/post/collegiati-the-gangsters-of-ancient-rome I can think of a couple of units and technologies based on these ideas. https://www.zmescience.com/feature-post/history-and-humanities/history/roman-collegia-ancient-corporations/ https://www.romanports.org/en/articles/ports-in-focus/563-the-collegium-the-roman-guild.html
  13. Here is another update to version 1.4.5 for both mods (modiomod-r28 and modiomod-r29). Had Claude check the code and it found a few little glitches and I also improved the info text display for each selected mod below the list so that it is actually readable. Attached is also the documentation (a readme is also avaialbale within each zip). Also tried to find a way to display all the mod icons that are available on mod.io, but they cannot be downloaded automatically from within the game. Therefore there is a little add-on python tool that does that outside the game and stores the icons within the modiomod structure. Not noice but possibly an inspiration for future in game implementation. modiomod-tools-1.4.5.zip modiomod-r28.zip modiomod-changes.md modiomod-r29.zip TOOLS.txt
  14. Some games with mechanics like the one you're implementing do this. https://www.gamespot.com/articles/e3-06-rise-and-fall-civilizations-at-war-hands-on-single-player-hero-mode-naval-combat-and-the-ancient-world/1100-6147762/
  15. The only reason they have a range bonus, is when I tested it, it seemed like you had to get really close for the units to actually attack I didn't think about swimming. Maybe if they had like drowning effect, and can't fight, but you can send them to shore, or garrison them on a boat
  16. Are you able to provide ressources? This would underly your advocacy attempt and may lead to faster implementation.
  17. Yes, this change makes this simplified passage a bit more accurate. But instead of 'fell', 'lost its independency' would fit more.
  18. They should swim or die, depending on where they are.
  19. https://www.nationalgeographic.com/history/article/phoenicians-bible-archaeology-canaanites I'm going to contribute with a little bit of "something extra".
  20. I left the source above, but only look for the images that wow said it wanted. The rest are just my comments are based on what I know about Near Eastern cultures.
  21. The Phoenicians were a Semitic people, nothing to do with the Greeks (except that the latter based their alphabet on the former).
  22. Maybe when the encyclopedia will be available within the game we could explain the context and the nuance around the concept of Marian reforms.
  23. I suppose if you treat it as additional storage capacity (not for fighting, but capable of fighting, so no buffs), it could work out ok. But even still, it would complicate any attempts to scale down ship models to improve ship pathing.
  24. I agree with you that turreting units on boats is cool, but I think once the novelty wears off, this won't bring much enhancement to multiplayer. First of all, in the PR, the range of garrisoned units is doubled, which would result in 140m range archers when combined with archery tradition. So by needing to make turreted units stronger to make a difference on water, you risk adding balance exploits when the ships are brought near land. also, a major complaint of prior navy gameplay was the need to garrison soldiers for ship effectiveness. Needing to garrison much of your total population space on ships to properly fight on water meant a constant labor of garrisoning and ungarrisoning ships to switch between fighting on land vs. sea. Also the current naval design splits ships into classes with distinct roles. By making a ram ship capable of ranged attacks, the arrow ship would be somewhat redundant. My opinion is that the proposal is better off as a standalone mod.
  25. I think they should make the buildings more greek looking. Carthage was founded and ruled by phoenician (greek) men.
  26. I'd get rid of it entirely, they were not at all used in combat whatsoever, if they have to stay in the game at least make them much weaker (and more clothed) but they get an advantage when in the vicinity of a mauryan hero (that would make it more realistic)
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