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  1. A few suggestions/wanting of mine. They are not unlike those in this post (March 2012). I too am willing to retrieve some American Conquest features in 0 A.D., but I'll try to go beyond this game experience and suggest something useful (I hope so!): Formations:Entering and changing formations:Depending on the civ. and on acquired technology (training), the speed of gathering in/breaking/changing formations could spread from clumsy and slow to half running, the best being the Hellene and the Roman infantry, Carthaginian light and Gaulish elite (and some German if introduced) cavalry and Ptolemaic archer chariotry (Brittons chariot were more individual units). It would not only reproduce skills and training but also battle mentality (having disciplined warriors could be hard for some civ.). Rigidity of the formation:Depending on the civ. and on the type of formation, engaging in battle could slightly alter the formation (add a little scattering and lessen the bonus/malus). Said otherwise, some civ./units would behave more like current alpha formations, breaking for individual fight, while others would barely move when their first line is engaged. Also, the maneuver superiority of the macedonian phalanx over the hoplite one is known, as well as the even greater flexibility of the roman century (ability to turn 180°, to shift from unidirectional "phalanx" to 4-direction square). Automation and personalization of the grouping:The AI could automatically form a group of diverse units in preset patterns according to a selected defensive/offensive/anti-cavalry stance. As an example, an offensive pattern (column, square, ...) would put skirmishers in first line while a defensive pattern would try and surround weaker units on all sides by shield bearers. Also, some formations couldn't be "personalized" (by selecting units): see phalanxes (only "hoplites", and only historical numbers of ranks): no tercios before their time! Also, the player could be allowed to select a conservative/risky grouping mechanic ; I mean, either spare the veteran (like in the Roman legion) or put them in first line to shorten the fight. Formation and unit AI:Hopefully, the implementation of a formation system and AI could lighten the computing for targeting/ranging, reducing the "field of interest" of each unit in the formation. American Conquest could handle hundreds of melee or distance units on the same battlefield, and I guess it was partly because a unit in formation "knew" that she couldn't stray too far from its neighbors. I have no idea of the algorithm, but formations going to melee looked a bit like galaxies slowly colliding (maybe the formation AI would filter what was passed to the unit AIs ?). Also, animations and micro-tactical behaviour would be great. By this I mean, having the first three ranks of sarissa be lowered down as the enemy closes a phalanx, or a mixed cavalry/infantry having the horsemen charge the closing enemy , followed by the charge of the infantry (like in LoTR:Battle for Middle Earth, Gondor and Rohan factions), having skirmisher automatically retreat behind the first line (of the same formation), having charge specialized units... charge (with bonus) and then retreat to some distance without waiting to be chopped down (before the player order them to reposition and charge again), ... http://swordandarrow.ucoz.com/ A dream : have the Roman legionary rotate inside their formation (even if cosmetic, it could legitimate a huge endurance bonus). The Hellene's first rank would fight to the wound, whereas the Roman would got to the rear to rest a bit and help pushing the front line. By the way, this pushing would prevail with phalanxes whenever not ordered to keep the position (a phalanx would always slightly move forward). Morale:Moral could have a great and realistic impact, but it should be very tuned to the civ. and the type of units (champions vs. citizen). Mediterranean people would highly benefit from close formations. The morale feature should allow the revival of historical facts such as the Cimbri "melting" to the last face to the legion, and at the opposite, the Teuton and later the Gaul panicking at the mere appearance of the enemy in their back (so to say). Knowing how to rout a given enemy or unit type could be great, as well as allowing cavalry to automatically pursue and wreck routing infantry (counting sometimes in great proportions to the total casualties). Maybe the morale system in Cossacks/American Conquest would be too heavy in computing resource, but for those who don't know, type of formation, nearby allied slaughter (lot's of dead in a short time), nearby routed allied, total formation's death toll, death of commander/standard/drummer, being charged at, surrounded, flanked or pinned down by missiles, etc. all of this would sum up and determine whether a formation breaks (loosing bonus) and then retreats or is routed, and whether an individual unit would continue to fight or flee. Some civ. formations could benefit from experience (number of kills) like the Roman and the Hellene to resist morale attrition better. Suicide (self or throwing oneself against a far superior enemy) could eventually occur (German women in some desperate situation would avoid slavery and rape by those who had vanquish their very family). Hiding and escaping, surrendering could occur alike. A feature could allow to rally fleeing units (proximity of a hero or an intact elite formation). In American Conquest, routed units would gather at the town center, but native would roam the map in a silly way (not a good implementation imo). Garrison and assault:Melee infantry would have an assault score to allow them to enter tower and garrisoned building and to capture them. Distance infantry could eventually decrease the number of garrisoned units, but this should of course be pondered (huge defensive bonus for the garrison). Captured building could be manned so as they could shoot at the enemy only if the garrison has distance units (although with less efficiency, and no unmanned arrows !). That would allow for temporary entrenchment during city assault phases. (Under a certain level of damage, damaged) captured building would crumble down over time as if in neutral territory. Unmanned towers, barracks, fortress and town centers would damage the assaulter (to emulate those defenders who fire the arrows); All garrisoned building would further damage the assaulter, with no prisoner taken (either the building is captured or the assaulter are slain). Women inside building would not contribute (except for some civ. ?) and would be automatically enslaved if the building is captured (or get suicided).
    2 points
  2. "LordGood what are you doing, hey enough with Carthage, we have the Ptolemies to model!" I knowww guys, but I really wanted to make a Punic castle! On a side note, I feel like we should make the entire Spartan building set follow a more archaic classical architectural design, and let the Athenians (or Macedonians) keep the current set
    1 point
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