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    • I didn’t say anything like that. I’m not sure this is being understood in the way I clearly meant it. What I’m saying is that depicting this freshly built structure with green grass doesn’t make sense. Therefore the version you proposed is also not historically accurate. Grass like that typically appears later, when a structure is abandoned or poorly maintained over time. In that sense, it’s similar to depicting the Colosseum in its current partially ruined state as if that were its original form. If you are going to replicate the example exactly, then it should be the stone-covered version. The green hill depiction is inaccurate. And “inspired” doesn’t mean copying. One just aims to be a boring (and false) replica while the other tries to create a more visually engaging interpretation.
    • I wouldn’t pay for YouTube, since they already make so much money iff of data farming viewers, they don’t deserve more for an experience that the user should already have. And sitting through a 5 second add before I watch a video doesn’t change the experience much for me. And if you want to download videos, there are hundreds of downloaders you can use (both apps and browsers) that allow you to download videos for free.
    • I didn't. If you look closely the other mounds are green. That's my point, after a few generations it look like this. I am not against a pebbles/stones covering. I am just saying your reasoning, claiming that the people of one's 'civilization' were necessarily maintaining such structures in the long term, is wrong. Only one of the design is historically inspired. 
    • Hello. I’m not sure if this topic has been brought up before. When we observe a player and select the “Follow Player” mode, my expectation is to get a perspective that closely reflects the player’s actual experience. However all queued units produced from buildings like barracks constantly draw focus to themselves. The camera shifts there and the selection jumps to the newly created unit. After a while this starts to feel like a bug. This becomes especially real during combat moments when I’m trying to follow the player’s micro. As units are being lost, the queued new ones are constantly being produced and the camera keeps getting pulled away, disrupting the viewing experience. I think this is something that needs to be fixed.   
    • You seem to have missed the finished state of the kurgan in the video you shared. If you look closely, there is no green mound there, the kurgan is completed with a stone-covered structure. In the next shot, it appears as a green hill because time has passed and the scene has shifted to a later period (you can tell from the clothing details, the buildings behind and even the visible wear and deterioration on the structure). At some point, you have to adapt or create things. For example, who really knows what Germans barracks looked like 2000 years ago? Most likely, no such standardized structure even existed. But for the sake of the game you still have to design something. I understand the effort to stay historically grounded, like having a unit fighting with a lightsaber would obviously break the mood. Still, I stand by my point: if one of two historically inspired designs creates a stronger visual atmosphere, I would choose that one.  In any case, the green mound version is historically inaccurate. The video you shared clearly demonstrates that.   In my opinion, stone stelae should be more prominent in design, they are the most striking remains that have survived from that period to the present, rather than a green hill. - Historical accuracy is not to be a burden to the gameplay but a means to improve, diversify and enrich it.
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