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This will be a project to carefully document with as much detail as possible what is being changed in the Borg gameplay Mod offered for download on mod.io New Balance. New Technology Trees. New Bonus. New Auras. New Units. New Buildings and much more. All of these changes need to be enumerated and tracked, as this mod or parts of it may end up being rolled into a future release of 0ad Alpha (vanilla). This is being done so that current vanilla 0ad players can make informed decisions about how to adapt current strategy to these significant changes should any or all of these changes make it into the next or some subsequent Alpha release. The approach will be, first, to communicate the changes from the actual experience of playing the Mod against the AI, to second, loading the mod into the Eclipse IDE and finding the actual changes that are being made and clearly enumerating what they are. For the purposes of clarity, I will as much as possible list what the current stat of a unit or tech is in the current release, and then what the new values are in the mod. This will give the players complete transparency on the changes. Phase One: Apparent Changes from actual GamePlay Test One - Britons against the AI on Oasis 1. CC has been changed - cannot train citizen soldiers, only women. (need to verify if this is the same for all civs now) Concerns: Training male unit types in the CC was not the same for each civ - so this is a very significant change that is effecting each civ in a non-uniform way. Must now build three different buildings to get the same type of units out that were available in the CC before this change. Barracks produce Melee units, Archery Range produces ranged units, Stable produces Cav units. Please note that all three of these unit types were previously able to be produced by the CC. 2. Two new techs in CC - "Siege Rations" and "Peasant Laborers" ( will need to find and enumerate in IDE) & (need to verify if this is the same for all civs in game) - "Siege Rations" described in game as "+5 Health for all organic units" cost is 500 food time is 20 seconds - "Peasant Laborers" described in game as -10% build time for all structures cost is 100 food time is 20 seconds Concerns: Do all civs build structures at the same speed? If not, if the civs that build structures at a faster speed research "Peasant Laborers" early in the build order, they will now have a massive advantage over those that don't and have slower build times. (need more data) 3, Wardog Kennel now build-able in Age 1 Concerns: This gives what is already considered an OP civ in vanilla the ability to harass early resource gathering of opponents. 5 war dogs plus the starting dog for Brits is a significant capability. The cost for these dogs is only food, women have a bonus for gathering food. Not really sure why this is being moved from Age 2 to Age 1. Test Two - Persians against the AI on Oasis 1. Persian stables now the same as stables for all other civs- there was a differentiation in a24, where as - all other civs built barracks only, but Persians could build both barracks and stables. Concerns: Unique attribute of the Persian civ has been affected, perhaps unintentionally. (need more data) Test Three - Seleucids vs AI on Oasis 1. Elephant Stables can now be built to produce elephants. There is no limit on the amount of these stables that can be built. Elephant Stables significantly cheaper and faster to produce than Fort. Concerns: The ability to make Elephant Stables is a unique Mauryan tech in a24, giving this to other civs negates that unique tech. The "Elephant Stables" are significantly cheaper to make than the Fort (in a24, Seleucids must build a fort to train Elephants), and forts are limited to 10. This means Seleucids can now produce more elephants much faster (this needs much more investigation, will be testing the addition of Elephant Stables extensively in the coming days) - (need to carefully investigate all elephant producing civs in both a24 and borgmod) (to be updated as I make progress)