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Ayol

Ptolemaic Egypt's Buildings suggestions.

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Ayol,

I misunderstood that you wanted a combined Greek and Egyptian architecture. Sorry for any confusion.

LordGood has been working on updating the Ptolemaic buildings in that thread he linked. I like the new direction and I think you'll be pleased too. I do hope we find a good use for the more Egyptian style buildings we have currently. Wowgetoffyourcellphone suggested using them for a Kushite civ earlier in this thread.

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Not perfectly accurate but still better than the current buildings.

(2:28:35, they are talking about Jean-Claude Golvin)

Edited by Genava55
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5 hours ago, Genava55 said:

Not perfectly accurate but still better than the current buildings.

 

Agreed...

Talking about Jean-Claude Golvin, Greek Egypt:

Spoiler

As I said multiple times before, Hellenistic architecture was largely confined to a handful of locations, but prevalent enough to be featured alongside and even in combination with indigenous Egyptian architecture. 

 

Alexandria: 

egypte-alexandrie-carte-de-la-cote-jc-golvin.thumb.jpg.2fcc63b5222647da55869f312442643c.jpg

egypte-alexandrie-vue-generale-1-jc-golvin.thumb.jpg.6b65372b6b34b5b5f7f8305c92c53c60.jpg

egypte-alexandrie-vue-du-lac-jc-golvin.thumb.jpg.9f1b01d456ba3840b6132b7eeb08d7a4.jpg

egypte-alexandrie-vue-generale-jc-golvin.thumb.jpg.a8a00173b1b2e00643db8aeb09a70239.jpg

egypte-alexandrie-ports-jc-golvin.jpg.b8df80e1644b358d502623ea120ac941.jpg

egypte-alexandrie-centre-agora-serapeum-jc-golvin.thumb.jpg.1a0d0ed418f5125072acb7414942c711.jpg

egypte-alexandrie-palais-jc-golvin.thumb.jpg.bc1b584036bb33de4067aa19b1b41e16.jpg

egypte-alexandrie-voie-canopique-jc-golvin.thumb.jpg.3f21efdc7f71d938f3af14ab54512c3e.jpg

egypte-alexandrie-lageion-serapeum-jc-golvin.thumb.jpg.fc35b1d771d6cc2d848303dca1a53f7d.jpg

22538779_10156849113212293_1480310094379157728_o.thumb.jpg.5bdd72c335fe48362e4c97f1a723f9ad.jpg

22520198_10156849112302293_6129797804399208396_o.thumb.jpg.bca76cc1049ed0c4d1dff7abeee3b3f5.jpg

egypte-alexandrie-voie-canopique-gymnase-droit-jc-golvin.thumb.jpg.3b3b13e039fee5414603a7610a7feac8.jpg

egypte-alexandrie-voie-canopique-gauche-jc-golvin.thumb.jpg.a24415b479e5eecea1340b9927fc9008.jpg

egypte-alexandrie-phare-jour-jc-golvin.jpg.c9fd2ae2a7b0c5d73035b786a9eb1928.jpg

22529016_10156849112172293_5103375242967459871_o.thumb.jpg.7d0309cd300d19e5d2d2b2f7ba8c8147.jpg

 

Other places:

Taposiris Magna:

egypte-taposiris-magna-jc-golvin.jpg.bdf1bbd26520010cca8a5cc0661d834f.jpg

 

Naucratis

egypte-naucratis-jc-golvin.jpg.744878bb959fbfbf9e1dae5d03e42fac.jpg

 

Pelusium

egypte-pelusium-peluse-vue-generale-jc-golvin.jpg.feae13a2b338719adcc8c64ad4a969d5.jpg

 

The Iseum at Behbeit El Hagar

egypte-behbet-hagar-iseum-behbet-el-hagar-jc-golvin.jpg.e8eca79a550c08e7769c1dba9c004ca4.jpg

 

 

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15 hours ago, soshanko said:

At least a straw brick producing building or place should be added

I've always had an issue with the wood and stone dichotomy in classical RTS. The vast majority of structures in antiquity, especially non-monumental architecture was built primarily with bricks (sun-dried or baked), or wattle and daub. Clay could be a cheap resource (close to water), collected/mined by brick makers or wattle and daub makers depending on the civ. A trichotomy in building resources :) (cheap brick and wood for the simplest structures, cheap brick, a little stone and wood for medium, and lots of stone and wood for monumental architecture). Because of the total lack of production chains (an actual economy as opposed to simple resource gathering) in 0AD, this seems unlikely to happen.

 

Spoiler

Perhaps one day in a mod:

I would really love to see some real production chains (and physical transportation and storage of resources and finished products) in the long term future, to help the game mature. Nothing too complicated though... A very light version of the Anno series or Banished. For example in metal production, it could be really cool. Build a coal mine (or charcoal maker), and an iron ore mine. Those ores are transported to the smelter, who produces iron/steel ingots. The ingots are transported to the weapon smith who crafts weapons and armor. Weapons and armor are then transported to the barracks, where they are handed out to the new recruits. Wood for example, would be a semi-sustainable resource produced at a logging camp. Finished planks are created on site, and then transported to storage yards, close to where you'd expect to use them. Same for cut stone. Food should be physically transported to, and stored in a dedicated food storage/granary. (Storage yards and granaries could be raided by the enemy). From there it would be distributed as needed to the markets, who in turn serve the needs of the houses within its radius. All of this economic activity would be handled semi-automatically by a naturally growing autonomous civilian NPC population. Population growth is stimulated by producing increasingly elite products (food→pottery→beer) and culture (temple→theatre→wonder), for example. Excess population can be recruited into military service and become directly controllable. This could also improve the citizen soldier concept. Male citizen would be normal economic NPC's until called up for war, run to the barracks and get arms, to form a sort of instant militia you can then send out to defend or conquer. You could even set the percentage of citizens you call up, so that your economy doesn't necessarily tank while at war. Of course you can and should also have a standing army of professional soldiers/mercenaries, who are simply complemented by your NPC citizens when needed. etc. etc. It would just be so awesome to see 0AD's towns spring to life, and see all those dudes and dudettes scuttling around, going about their daily activities. Would be especially nice for Single Player games. MP could continue to use the current "arcade style" version of gameplay for quick competitive matches. 

I don't expect this kind of stuff to ever happen in vanilla any time soon, but considering how powerful and moddable pyrogenesis is, who knows, maybe one day, someone out there will do it :) 

 

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16 hours ago, Lion.Kanzen said:

its  very unpractical.

free houses are totally illogical. a mud brick producing building can legitimate the ptolemic houses also building time could be reduced then. At least try to think logical.

6 hours ago, Sundiata said:

The vast majority of structures in antiquity, especially non-monumental architecture was built primarily with bricks (sun-dried or baked), or wattle and daub. Clay could be a cheap resource (close to water), collected/mined by brick makers or wattle and daub makers depending on the civ

as all maps does not have water the clay collection from near a water is not possible. just a brick making building can be added. the building can have a well or pond in it. just to justify the houses for the moment. brick can be produced without any investment just adding some citizen for production. it can be a special building for ptolemies.

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4 hours ago, soshanko said:

free houses are totally illogical. a mud brick producing building can legitimate the ptolemic houses also building time could be reduced then. At least try to think logical.

as all maps does not have water the clay collection from near a water is not possible. just a brick making building can be added. the building can have a well or pond in it. just to justify the houses for the moment. brick can be produced without any investment just adding some citizen for production. it can be a special building for ptolemies.

Im talking game mechanic.  the game is abstraction of real life. for example is illogical creating units by food instead of sex.

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9 hours ago, Lion.Kanzen said:

Im talking game mechanic.  the game is abstraction of real life. for example is illogical creating units by food instead of sex.

total lul answer. people do the work of genetic production behind the door. as long as we have houses we can assume that the producing activity is going on ;) . no one questioned about that thing until u brought it to the table.

I think proposal of a mud brick producing building is simple in implementation. not change the game mechanic. and also give the civ a logical stance. :)

 

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1 minute ago, soshanko said:

total lul answer. people do the work of genetic production behind the door. as long as we have houses we can assume that the producing activity is going on ;) . no one questioned about that thing until u brought it to the table.

I think proposal of a mud brick producing building is simple in implementation. not change the game mechanic. and also give the civ a logical stance. :)

 

is unnecessary make building only for that. this is a RTS non a citybuilder.

  • you cant  build any building without this. nor houses, nor farmstead...etc.
  • how you are doing this in snow map?, the water in this biomes is frozen.
  • same logic is applied for farm are illogical as egyptian buildings specially in arid zones without water like you said before.
  • the herding  animal in snow biomes are illogical too.
  • so we need water building supply like aqueducts or reservoir , people can barely surviving without this.
  • you have granaries but you don't have bakery. how this people can make civilization without bread?
  • at some point they need some kind factories to produce wine, olive oil, beer, etc.
  • why our units have clothes? we haven't a tailor shop?
  • why our people are such obedience and don't try to riot? so give to them Arenas and entertainment.
  • how the temples work without an herbalist to cure sickness?
  • why units stop firing with hammer instead water?(this is super illogical)

--------

your ideas aren't bad but need lot of work etc etc.... we haven't  enough volunteers. There are only single game mixes this concepts is called stronghold. The other ideas are city builders like Caesar or Pharaoh.

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11 hours ago, Lion.Kanzen said:

is unnecessary make building only for that. this is a RTS non a citybuilder.

  • you cant  build any building without this. nor houses, nor farmstead...etc.
  • how you are doing this in snow map?, the water in this biomes is frozen.
  • same logic is applied for farm are illogical as egyptian buildings specially in arid zones without water like you said before.
  • the herding  animal in snow biomes are illogical too.
  • so we need water building supply like aqueducts or reservoir , people can barely surviving without this.
  • you have granaries but you don't have bakery. how this people can make civilization without bread?
  • at some point they need some kind factories to produce wine, olive oil, beer, etc.
  • why our units have clothes? we haven't a tailor shop?
  • why our people are such obedience and don't try to riot? so give to them Arenas and entertainment.
  • how the temples work without an herbalist to cure sickness?
  • why units stop firing with hammer instead water?(this is super illogical)

--------

your ideas aren't bad but need lot of work etc etc.... we haven't  enough volunteers. There are only single game mixes this concepts is called stronghold. The other ideas are city builders like Caesar or Pharaoh.

Actually that would be a good mod idea, combining citybuilder and war. As right now the civilian buildings are lackluster and with more ceaser style elements you would care about your city more when it is being attacked by the enemy. Maybe some kin of saving feature for the host of local multiplayer games where you could have a continuous multi day game with a friend.

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55 minutes ago, Imperator Ferrum Princeps I said:

Actually that would be a good mod idea, combining citybuilder and war. As right now the civilian buildings are lackluster and with more ceaser style elements you would care about your city more when it is being attacked by the enemy. Maybe some kin of saving feature for the host of local multiplayer games where you could have a continuous multi day game with a friend.

I would like in a future gameplay mode selection so the game doesn't focus just in one gaming community ie:

Dawn of War like mode:( @wowgetoffyourcellphone dreams) Batallion/Squads capturing predesigned maps strategy points.

Civ City Rome like mode: City Builder.

AoE like Mode: Actual gameplay with more features.

Rise And Fall Civilization at War like Mode: Rpg hero gameplay with Squad or non squad actual gameplay.

One doesn't really need replace one feature with another if we had gameplay mode selection in map creation.

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