Thorfinn the Shallow Minded

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Thorfinn the Shallow Minded last won the day on November 12 2015

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About Thorfinn the Shallow Minded

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    Minnesota
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    Skiing, sledding, eating, playing violin, piano, and trumpet; playing board games; reading history; making clay figures; painting; and drawing

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  1. Altogether I found your article well informed yet still concise, which is a helpful thing for history articles for games. Two particular points I would make are that first, there are some grammatical errors that could be easily fixed with a quick reread of the article; second, the final sentence does not exactly characterise what happened with Pericles' death. If I were to offer an alternative, here is my take on it: With the death of Pericles, came the death Athenian Hegemony over Greece. Instead of pursuing his shrewd strategy of controlling the seas while depending her walls, Athens, at the urgings of demagogues, set out on a disastrous campaign into Sicily that led to her eventual defeat by Sparta. As a last simple pointer, if tense could be kept consistent, it would make the article flow better.
  2. Is the basis that some civilisations have Greek architecture to be one to make the game's aesthetic intentionally historically inaccurate? The Seleucids have a unique look despite the obvious hellenistic influence, and the other Hellenic cultures could have much more diverse styles. For that matter, I'm a bit discontent with how uniform the Spartan and Athenian styles are. Yes, they have different Civic Centres, but that doesn't seem to be enough to me. Spartans should have a more simplistic, practical set, simply extrapolating from Plutarch's Life of Lycurgus in which he states that Spartans could only use particularly unwieldy tools to construct their houses. That would be the same as saying that there is a samishness due to them all speaking roughly the same language. On the contrary, there were distinct dialects with unique phonologies. I would personally love to see differentiations in these matters since that would give each part of the world a unique sound.
  3. I would have to agree with Ayol's points. As the building set currently is, the structures look devoid of Hellenistic influence. It would be like if the Seleucid building set was identical to the Persian one.
  4. I personally dislike having women trained at houses. It's too easy to spam them given their low train time and cost. The fact is that a successful raid should permanently cripple your opponent; they can get back into the game by booming, but a building they will build regardless of whether they expect to have their eco raided is a bad choice regardless.
  5. Axes would be a peculiar choice for the era for troops en masse. There are cases for particular cultures; the Persians did employ axe-men, but before considering how counters could function, it remains important to have a proper historical basis for how they would function. It then becomes a matter complementing history with gameplay to best marry the two. Marcus Aurelius was a capable emperor, but the Roman Republic depicted in the game had no emperors, making Aurelius anachronistic. Similarly, with Israel, depicting the kingdom during the time of David is also inappropriate since the timeframe of the game is from 500 B.C. to 1 B.C. The Hasmoneans would be a plausible choice for that, but currently the team has no plans to include any more civilisations into the game given the number of assets necessary for that. If anything was to be added at all, the simplest would be to add in more Hellenic ones such as Syracuse, Thebes, Epirus, or even Pergamum (Epirus isn't strictly totally Greek, but the unit roster would be pretty awesome.). Most people find there to be too many Greek nations depicted already despite the possibilities of creating distinctions for them so I doubt that they could be put into the official game. There is the possibility of mods though....
  6. The point I was making was about the way the Athenians wrote it, which was distinct. The undercase alphas in this inscription come from a different direction. Looking at other ones from Athens, this does not seem to be the only case.
  7. Good work on the Athenian shields. One point of criticism I would make is based on the fact that at least according to several sources on ancient Greek scripts, your alphas seem to be backwards. On notes for the slingers, you might want to have the muscles less defined from a texture standpoint since hypertrophy would not have been so much of an issue for people operating in that role.
  8. Limiting the number of units one can produce of a specific type is a bad choice. Units should have particular roles that make them able to be defeated by specific tactics or unit compositions. For instance, horse archers could be good at hit-and-run, but when fighting the more cost-effective foot missile soldiers, though they may win in some brief engagements, the cost would strain an opponents eco. Also, foot archers could have good range and decent damage, yet due to line of sight restrictions, they could not fight to their full potential without other units doing recon.
  9. That is the case.* As is, while some may argue that the game lacks diversity in the cultures represented, given the fact that the game is still in alpha phase and has not yet formed a coherent goal for how gameplay would function, I wouldn't be worried about the current blandness found in factions beyond their aesthetics. *Unless the team changes its mind.
  10. So in some respects this is a concept art concept art thread. : )
  11. I personally don't like the idea of slaves losing health over time. They could have a base low health and be able to be captured, but making them lose health would add unnecessary micromanagement akin to what is found with Age of Empires II with farm reseeding.
  12. True. Personally I feel a bit annoyed with the hunting and herding capabilities of cavalry. It would be more interesting to see them play scouting/harassment roles in the early game, but their potential has to be limited. If line-of-sight and movement would be reduced, they could probably play a more balanced role in-game.
  13. I would argue against these points. First, the Athenians had a civilisation. They spoke there own dialect of Greek and had a unique culture. For example their art styles with pottery, calendars, theatric traditions, and much more are their own. Furthermore, Sparta also had its own distinctly unique culture even though they were part of a broad, vague cultural subgroup of the Hellenes. Furthermore, Athens and Sparta did make empires of their own rights through leagues that were not just loose alliances but firmly controlled powers, and may I assure you that they were empires. Furthermore, in the context of Sparta, was an empire by definition when it had subjugated Messenia, an event long before the Persian Wars. Gauls also had empires. I would cite the Boii, a Gallic confederation as only one example.
  14. I would just like to say that I like the design document. It's a definite step forwards with a much more coherent vision than what is currently in place. There is one point I would make. The Stoa. It was a commercial hub. All said, is it bad that there are specialists trained there? No, but they shouldn't be usual to give off the impression that this is a training centre. Rather, they could have unique characteristics like a nearly instantaneous training time but paired with either a high cost or a hard cap to the number of units of them you could field. To make it seem less militaristic, it could have some of the higher tier economic upgrades available at it, making its construction signal either a harder, more invested military push or a strategy towards an economic boom.
  15. Good. I would say one thing about your assessment of 0 A.D., while I do not like the current state of citizen-soldiers, I do not find the concept itself bad. It simply needs to be better implemented. What could really make this game great is if there could be distinct changes apparent in the units with utility from the beginning stage to the later parts. It will be hard to make work, but it could be done.