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  • Topics

  • Posts

    • Google "The Oxford Handbook of Palmyra pdf", first link (dokumen.pub). Chapter 12 start at page 179 (198 of the pdf).
    • Local_Auxiliary_Units_in_Roman_Syria_Ico.pdf I found another strong one through Researchgate.  
    • I need a visual reference to draw a version; I'll draw it by hand. First, I'll do the basic version.   What I see are auxiliary archers from the 1st-2nd century; I don't think they'd be wearing that. And then the closest thing is the sagittari from the 4th century. Do you have the link to the text ? I'll paste what I've read first. And if I find any visual support related to the text, I'll paste that too. https://doi.org/10.1093/oxfordhb/9780190858117.013.37 I found it but I don't have access to the chapter and the rest of the book. If someone could chat and take a look, that would be great.    
    • I would make them keep their posts, unless ordered otherwise. That is, the only difference with present gameplay would be that they could go from a section to another of the wall (or wall tower) by walking on top of it. Maybe that could be the default path (while unposting them first would make them take the shortest path through the ground, which might be not shortest in time if one adds a time to go up or down).
    • Indeed one has to be careful with mainly two things: micro and snowballing. To avoid the first, one should get slaves through capture, trade, or bondage as automatically as possible. To avoid the second, besides the problems mentioned (limited amount/lifespan), risk of fleeing/rebellion should be up there. Issues like phenotypes or "immediate" conversion have to guide the actual mechanism for things not to be weird. There are basically two ways to introduce slavery: with just a number, or units. A number could be another icon besides population showing slave population, that could be increased by fighting (like Loot), either with a "slavemaster" present or not (that could be an andrapodistēs for the Greek factions, although I have to check if there's something more "legal"), by buying at the market, or by "converting" own workers into slaves (it should be better than just deleting what one doesn't need anymore). The number of slaves (which would also slowly decrease because of runaway slaves) would provide some economic bonus, but if it goes too high there's risk of rebellion (Gaia units could spawn somewhere in the territory, decreasing the number of slaves). This could happen if an army is obliterated and the free/slave ratio suddenly decreases too much (how this ratio should exactly relate to rebellions is up for discussion). Maybe they could be set free and transformed into workers to deal with that ratio (but at a food price, and maybe an "adaptation" cooldown or a count on how many are freeable at a given time). With units, everything would work quite similarly, just that instead of a bonus, one would use them for any task wanted (I'd keep using a different population icon for them). I guess what would need more explanation in this case is the capture mechanism, but this also depends if there will be a morale/loyalty system.
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