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    • I said this because I think smalls things like that doesn't add any "uniqueness" but add some kind of inconsistency. Each civ should have a list of things that make them unique but it should be easy to describe on the civ summary, and everything else should follow a pattern.
    • We now try to release roughly at the same date each year. We don't wait till all issues with that milestone get implemented. We would push them back. Almost certainly there will be no new civ in the next release.
    • 5 months ago @Arup created Issue #8843 (German Wagon (WAGNAZ) gives too much loot) and there is some Balancing/Design input needed: Current loot: 10 F, 10 W, 10 S, 10 M and 100 E @Atrik commented the same day:
    • Hello @ManasManushya, welcome to the Community! In the Match Setup, when selecting a competitor ('player') in the Player Placement, i.e. PetraAI, you can Configure AI by clicking the gear symbol and set the AI Difficulty from 'Sandbox' to 'Very Hard'. May it be, the difficulty level ist set to 'sandbox'? I'd recommend you to try out the AI Difficulty 'Very Easy'.
    • I get why you'd think that — a lot of mods are just reskins. But XIII Century AD really does change things: steppe civs have no farms (only livestock), and all their buildings can be packed up and moved. For Western civs, the Guild House gives +25% trade gain, and the Guildsman produced there boosts nearby units/buildings: +10% gather speed and +10% build speed within a 20m radius — and he can be garrisoned inside a building to further boost its efficiency. Eastern civs get the City Shop, which generates population and passive profit. Millennium A.D. adds completely new civs (Byzantines, Carolingians, Anglo-Saxons, Norse) with their own units, heroes, and even music. Delenda Est is a full overhaul with new mechanics. And Aristeia Bronziron adds ancient civs (Egyptians, Assyrians, Jews, Greeks) with unique mechanics: slaves/Conscript Laborers that gather resources faster but can't build; officers that boost nearby infantry; Egyptian statues that expand territory and obelisks that buff attack; Assyrian Royal Apartments that produce both citizens and guards. Even if some buildings are visually similar, the gameplay differences are real. And the best part — Aristeia and XIII Century are fully compatible. You can actually fight ancient Egyptians against medieval Europeans in the same match — I've tested it. All of these are very interesting. As for the empty civ overviews — that's probably a text cache bug. Try reinstalling the mod or verifying the files; the mods themselves work fine on 0.28.0. Yes, it's still the same RTS engine and based on 0 A.D., but these mods genuinely offer a different experience. Give them a proper try — you might be surprised! And if you love dynamic RTS with a historical setting, you'll get many pleasant hours out of these.
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