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By Mernida Ave · Posted
Ngl this is so true. picked sparta for the exact same reasons but their vanilla balance is kinda a clear disappointment when you actually try to fight end-game macedonians 1v1. the community mod definitely fixes that vibe though making micro-managing a small elite squad actually viable against huge eco groups. honestly this whole high-risk high-reward elite infantry playstyle always reminds me of min-maxing a warrior in wow. whenever i get tilted by 0 a.d. balancing issues i just go scratch that shield and sword itch there. remember reading a class breakdown, and it says here that the character must be leveled and geared for a specific spec just to survive their slow starter eco without completely draining your gold pool. as for the topic - olympic champions in p1 are fun but if you don't secure treasures early on a standard map you're still getting outscaled hard. -
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By Mernida Ave · Posted
Ah thanks for clarifying that @real_tabasco_sauce because i was literally clicking around the fort waiting for units to spawn lmao. honestly paying that much metal/wood just for extra default arrows feels kinda bad in a27. unless you are hard turtling those mats are way better spent on your actual army or rushing town centers -
By Mernida Ave · Posted
Classic-Burger is absolutely right, the core capture system needs a major overhaul before we even think about adding complex mechanics like faction unit recruitment. Right now, without a proper cooldown or assimilation process, introducing cross-faction recruitment would just lead to insane snowballing or broken 'cheese' strategies in high-level matches. I love the tactical depth it could bring to protecting key tech structures, but the balance nightmare of mixing faction bonuses and counters might be too much for the current meta to handle. -
By Nicolaus_von_Kues · Posted
In theory, tunnels are a point A and a point B.They don't always appear as such, but they are more common in sci-fi or magic RTS games.
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