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    • His Spanish commentary is pretty fun. He constantly calls the so-called champion units "elite units", as they should be more accurately renamed. He likes the graphics and historical accuracy, and encounters the issues of lack of hotkeys to build and, often and annoyingly, units walking in column formation when not ordered to. There are some not that intuitive things he doesn't realise, like Docks being dropsites, dropping resources before fighting, or how to capture.   Comments showing yet again what people usually ask for: -"You know what I've always wanted from any RTS is the ability to build roads; that makes building cities more satisfying". -"There's a game that adds a lot of versatility to the game (even more) called Delenda Est. It introduces slave mechanics, new crops, money as an extra resource, prestige (which includes new sculptures and new recruitment systems)... I highly recommend it for greater replayability". -"One of the things that bothers me about this game is that soldiers start working when you're in the enemy base simply because you clicked the wrong tree. Also, that there are no default hotkeys or that they can be configured in the menu like in Age of Empires. And that some things are very simple or straightforward in terms of depth, but I think we already have that in Age". -"The only thing I find lacking about Age of Empires games is that they ignore logistics as a historically fundamental military concept. It would be awesome if they nerfed units when you move them away from urban centers, and allowed you to build roads or logistics nodes to compensate, or something like that. Penalties based on terrain type would be cool too". -"It's improved a lot. I played it about a year ago and it was still lacking, but now it's almost completely polished and super playable". -"The fact that the scale of the characters and buildings is in proportion, that alone convinced me". Indeed, same with ships
    • For a DE style wonder one of the palaces of the Neapolis could sort of potray a transition to a different cultural stage  (which is interesting if the wonder is supposed to unlock phase IV). I think those towns could at least be used for buildings like walls and towers if the Scythians have them (IMO nomad civs could still have access to defensive buildings if they used them, but perhaps later ingame and only through a technology)
    • It is kind of the case depending on how you look at it :  We could say that units aren't actually pushed, they just look at every neighbor that look too close to them, then they move away from them. Consuming all forces they calculated, tells them where they have to go for this turn. So it's them actually moving away.. Well since all that is a bit some abstraction of physical events probably there are as many way to phrase it as you want.  Edit : I meant is that the pushing range is already some kind of way to communicate to units to move away. But maybe if you wanted to add one that apply only to allies but further then the normal push one, it could be a good idea for example for rams where you want them to push allies but enemy can still block the way. It's a good idea. Edit 2: Now I have regret dropping my initial approach about a forward area in front of units used for charging, that would be maybe a few lines of codes to just make it possible to apply to allies only... I'm glad for the involvement, it shows that this is an interesting topic and that many things will sprout out of it.  In fact, a big highlight of this project is that it will be easy, even from a mod, to plug in forces into UnitMotion. Examples : weather, spells (attractions, repulsion)...
    • ok, another random guess: Maybe we could use an additional force, where an idle unit clears the path for an allied moving unit, before they are colliding, when it's blocking the way? The blocking unit would just slighty move to the side, but only if there is space available
    • I see, tangential forces would need friction to act. And I guess including that might cause a bunch of other problems, like units getting quite stuck.
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