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    • That only happens with Romans in the campaigns. It's fine in the Matches which only requires 10 buildings. 
    • Thanks for the reply. I'm using Delenda Est and chose Random/Romans. As you can see, it asks for Temple Vesta to advance to the Town Phase. Even stranger, there isn't a Temple Vesta to be had in the menu, only a Temple of Mars. No worries, I don't have to use Romans.
    • We have added more diversity and complexity in our version of an "Expansion" Classical Warfare AEA!  That's one of the reasons the project was started. @Grautvornix I wasnt able to edit and add in your quote as well  But there is already a mod (plenty actually) out there that add variety and complexity.
    • A curiosity of this discussion is that all of the above traits for each civ are already addressed by bonuses/techs/heros ect in game. Surely there are others where mechanics can be adjusted or added. I think its important to distinguish between real gameplay uniqueness and perceived uniqueness. Example of real uniqueness: skirm cavalry for carthage has extra move speed, while skirm cavalry for iberians has reduced cost. The base unit is the same but the bonuses applied to it are not equal or similar. 0ad does a good job of not chasing cosmetic uniqueness. I look at aoe4 as an example for cosmetic uniqueness. At a surface level all the civs have dramatically different units, building types, bonuses, and even unique economic units. This creates a problem where there are almost no basic units in play, and no basic civ setup. As a result everything for every civ is unique, and so the uniqueness loses its value as the respective bonuses and unit strengths must be co-equal. When civilization balance is taken into account in aoe4 every civ must have a "unique" way of doing the same thing, for example every civ in aoe4 has some way of generating indefinite gold through various "unique"  implementations. There is more diversity of strategy per civ for 53 civs in aoe2 than there is for 10 or so civs in aoe4. In 0ad and aoe2, the civs are asymmetrically balanced such that a civ's strongsuit can not be exactly matched by another civ and in order to accomplish this there must be a baseline roster and build order that civilizations share.
    • @Emma are you still interested in this? Let me know if you need help! Otherwise I can finish it for you, I'd just need you to sign the legal waiver so I could use your work 
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