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    • It was not the sneaky dock on the puddle. The game just so happened to end around the time I told my dudes to build a market for no reason.   commands.txt metadata.json
    • What I need is for details of the art to be visible. I need examples to decorate those hot animal and humanoid figures (gods).
    • Suggested mechanic: Procreation and Civil Shelter (Replace the Urban Center to train villagers) Hello everyone. I've been thinking for a while about how to improve the immersion and strategic gameplay of 0 A.D., especially in the aspect of civil management and demographics, moving a bit away from the classic system of "creating units out of nothing" in a giant administrative building.   I want to propose a new mechanic for population growth and villager management inspired by classic simulation and strategy games: linking the creation of new villagers to housing/shelter units and removing the exclusive need for the Civic Centre for this purpose.  The Villager Woman as the central focus (The concept of family/home): Instead of the Urban Center producing villagers in an abstract way, the mechanic would require pairing or assigning a female unit (villager woman) to a residential structure (Houses, Cabins, or Huts depending on the civilization). Goodbye to the Urban Center bottleneck:   By removing the ability to train villagers from the Urban Center, this building would regain its real historical role: an administrative hub, a place for researching advanced technologies, and for collecting taxes or trade, but no longer a 'people factory.' This decentralizes the economy: if your Urban Center gets destroyed, your civilization doesn’t grind to a halt, as long as your houses and villagers are still standing.   How would it work in the game? Pregnancy State (3D Model and Gameplay): When you order a villager to "settle home" in a house, their 3D model would temporarily change to reflect the state of pregnancy (a subtle change in the character's mesh, similar to how units change when they collect resources or equip weapons). Tactical Restriction: During this period, the unit would move a little slower and wouldn't be able to do heavy work (like mining or chopping wood), but could still do light tasks or take shelter. Random Birth (Villager or Soldier): After the gestation timer ends, the unit would give birth. The new inhabitant would randomly be: Villager (male or female): To maintain the economy. Basic Soldier (militia/light infantry): Representing the new generation recruited from childhood to defend the settlement.   "Seeing pregnant villagers walking around the settlement would give 0 A.D. an unprecedented level of life and realism in historical RTS games." Black and White 2...  
    • The reason I follow every unique mod.
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