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The games where one can make a comeback out of a very dire situation also have sweetest victory. Maybe it could be a announcement when a threshold of score dis-balance is reached in the game in the oddity detector mod if I revive it.
Since your leaving (or atm. feel that way), I'd like to shine on a game where diagonalo had the fastest boom in R28, multiplayer that I attended by min. 13 going by the most resources spend. And all with just 2 extra apple trees in your base. The trick was to reach 2 berry spots far out of base with barracks.
This game also made me question this metric a bit, because I was maur and going for the hero Chanakya before doing the military techs. This reduces the tech costs by -20%. And this kind of shortcut isn't reflected in this metric at all. But anyway
gg
commands.txt
I still want to get around to grouping the civs like we previously discussed here but through the course of all my "research" (not nearly as in depth as academics on here) Ive thought a little about how to build up each unit a little more historically accurate and unique to other civilizations with the "same" unit. First, I'm trying to paint a picture of what the "average" citizen soldier would "look like" only based on the type of weapon they carried and whether they were "frontline" melee or skirmishers.
This chart lays out their "walk speed" which was gather through several back and fourths with various ai programs to help determine a plausible walk and run multiplier for the various units.
I then started to gather information on the various shields used during the time and tried to give them a "resistance" bonus vs a "walk speed penalty" As well as three levels of armor, light, medium and heavy. These are both done as "mixins" so they can be added to the "parent template" which just has the walk speed/run multiplier, dmg related info based on the weapon and health points. Because melee is at the fore front I started with 150 HP and ranged at 75. You think build their "resistances" up from there. So a Gaul spearman carrying a large Celtic shield and wearing light armor would have different resistances, movement speeds and in some case attack speed than a traditional "Greek Hoplite."
If anyone is interested in this and wants to help assign values to the different types of shields and armor and then build "equipt" each civs various units I'd appreciate the help. It's your to help with the balancing of the units!