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    • Well walls can be attacked by arrows normally, I’d just: raise their pierce resistance so that arrows don’t affect them almost at all fix it so that they take attacks by projectiles not aimed at them Neither should be too hard, I feel like the functionality is already in the game
    • Wanted to start with this easy part, but after switching to main and building (both Debug and Release), menu issues are still present, and this happens: video.mp4    
    • Variant civilizations as well.
    • Antigonid Kingdom   Faction Design Document   1. Faction Overview   The Antigonid Kingdom represents the Hellenistic Macedonian state ruled by the Antigonid dynasty from the late 4th century BC to 168 BC.   Unlike the Macedonian armies of Philip II and Alexander the Great, the Antigonid military system represents a later stage of Hellenistic warfare. Its core remains the Macedonian phalanx, but it relies more heavily on a combination of Macedonian, Greek and mercenary troops, supported by cavalry, specialist infantry and war elephants.   The faction should therefore not feel like a second Macedonian faction.   Faction Identity   A mature Hellenistic Macedonian army built around the phalanx, supported by specialist troops, mercenaries, cavalry and elephants.   The Antigonids should excel at:   - Heavy infantry and phalanx warfare - Combined-arms warfare - Specialist and mercenary troops - Elite royal infantry - War elephants - Sustained land warfare   The faction should be less dependent on elite cavalry than Macedonia and less centered on elephants than Epirus.   Naval Identity   The Antigonid Kingdom should have a moderate but important naval capability, reflecting Macedonia's involvement in the Aegean and the importance of controlling maritime routes and coastal positions.   The navy should primarily support the land army through:   - - Coastal operations - Control of nearby sea routes - Support for military operations in Greece and the Aegean   The Antigonids should not be a dedicated naval faction. Their naval strength should complement their powerful land army rather than define it.   Land power remains the core of the faction, while naval control provides strategic support.
    • I think they could be potrayted through the mod's hero system. Choosing a hero from a later period unlocks Antigonid units.
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