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Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.
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Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.
Yes, I was thinking, people build enough dropsites anyway to get fast access to resources, there's no point adding rules to solve a problem that doesn't really exist. But I think some simple addition to make new territory a bit more relevant is in order, after all, besides making other CCs more city-like, it has been mentioned in the past that there are not many reasons for expansion, that fields around CCs are unsightly and inaccurate, and even that CCs could be specialised. Maybe just adding a gap around the CC where no resources or structures can be located could tackle some things. I’m not sure how to easily make relevant building houses somewhere else though, and one has to be careful with snowballing.
The game is complicated enough as is.
Let's just keep it simple, people. Improve what we can, but let's not add feature bloat.
EDIT: For context, if we implement both of these, then that will break a lot of existing stuff, mainly involving the AI. And now you need to fix things that were working fine for decades.