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    • I always say, refer to Earth 2150 for a great example of automatic supply lines. In it, units need ammunition, and there’s an ammunition building that produces a unit that automatically goes between that building and units that need ammo. The only thing one does is decide how many of these suppliers one wants, and the army should defend the supply lines. This is a great example of adding realism and novel game mechanics without additional micro. In 0 A.D., it would be similar to the Traders, but if possible even more automatic (a smelter could go to get the ores, a blacksmith could go to get the metal, this maybe going along with buildings having to have some base garrison to be functional). I would have these types of automatic units (Traders included) as a different kind of unit that cannot be selected unless some button is pressed (they are an annoyance most of the time).
    • Again I love all these ideas, but yeah some of the "bigger" ones my be a little too difficult to implement right now.  And we still have a lot of little stuff we can do to touch it up and hopefully make it more enjoyable for more peopel too experenice!
    • I don't doubt most kids nowadays will beat me in 15 minutes, I mentioned them because they were mentioned, the point being that there are lots of other people that won't necessarily have a good first impression if Normal is not normal, a fact stated by the game itself. This is just a relabeling for them, to remove that artificial warning, and to open the door for upgradeable achievements (if that's wanted), none of this changes anything for present players.   Yes, and I think the hardest AI difficulty should be indeed harder. But the point is 0 A.D. Normal AI being harder than most Normal/Medium AI in other games.  
    • I wouldn't know what to put exactly where, I can only give historical facts and others can distribute them and their values over those 7 points Regarding the Iron Pillar, “Delhi” should be removed because it was moved there centuries later. Regarding the Aśvamedha ritual, bear in mind that it's ancient, but I didn't find a documented record before the end of the Maurya, it appears more often with Gupta emperors (haven't searched a lot though). As I’ve mentioned somewhere, better if things that existed from before are civ. bonuses, while things developed at the time of the civ. are researchable techs. For techs, maybe some written works, many are just compilations of what existed from before (like the Mahabharata and Ramayana). For some I get wildly different dates, for example, for Hastyayurveda, a veterinary treatise on elephants (that could give them more HP), I’ve found from the 5th century BC to the 11th century AD, which is saying almost nothing. Same for the Sushruta Samhita, an important medicine treatise with focus in surgery, dating from 2000 BC to the sixth century AD (maybe could be a civ. bonus for regeneration). Most advances are perfected from preexisting things, but some techs relevant for the period could be: -Aryabhatiya: mathematical and astronomical treatise by Aryabhata, for tech speed bonus, maybe construction speed bonus if one considers its geometry useful for that. -Khanda: crystallised sugar, starting an important industry, could be a Market bonus. -Chaturanga: first reference of the predecessor of Chess, not sure what to do about it. Something important was wootz (first high quality steel, used for Damascus steel), but comes from South India and from before, although the Gupta mastered its production. On the other hand, something not that important is that the large, sweet varieties of watermelons were developed at this time. Regarding the military, to deal with invading steppe nomads, both archer heavy cavalry and sword heavy cavalry were introduced to become the main component of the army, supported by the more traditional elephants and light infantry. Their bows were recurved, but it’s not known if they were composite.
    • Release April 19th, 2026: - All melee units now deal only hack damage. - Fixed a major balance issue with ranged infantry CS units having too many hit points, often inconsistent with their rank. Now, all ranged infantry CS have 55/65/75 HP, depending on rank. - Elite spear cavalry and cavalry spear champions now have very high pierce armor, being heavily armored ranged unit counter. Likewise, infantry spear champions, infantry champion pikemen and elite spearmen also have greater pierce armor, due to them having heavy armor and large shields. Spear champions now also deal less damage. - Defense towers, ranged units and Fortresses now deal less pierce damage. - Siege Rams now have more hack armor, to compensate for the fact that spear-wielding units now deal more hack damage. - Traders now generate less profit and are more expensive. The above changes are meant to finish the balancing portion of the mod. New features are increasingly harder to implement, due to many of them needing the underlying engine rebuilds. For the time being, this will be a final release of this mod. Have fun playing!
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