I wonder if we can use existing code to make packing building. I think they can have 'Ox Cart' for dropsite like the Norse in AOM (and like the Worker Elephant for Mauryan). All other building can pack up and be move, including Civic Center. They should have cheapest building of all civs in the tgame, but also the weakest of all civ (can be easily destroy by poking with sword). Something like 1/2 health of even Celtic building. Not sure yet if the Huns/Scythians/Sarmatians/steppes civ should have territory effect at all. Maybe they can have civic center territorty radius like in Delenda Est, but bigger, and they can build all buildings anywhere they want. Their Civic Center territory just prevent other player from building there, like Gaia creep in AOM or Zerg creep in Starcraft. ----------------- Anyway, here is new unit for Principate Romans: Civis Romanum (Roman Citizen): He is very good at building buildings, although his queue only have civic and economic structure. He also have "Slave Ownership" aura that boost nearby Slave productivity by +25%. He is expensive for a citizen unit, at 50 and ---> 2 . He is also 100 health and only train at Civic Center. PS: I wish these new mesh have more animation asap. Also, I had to hand-edit some of the dae to put cape prop point on. Here is Onager portrait for now. It have no real texture or animation yet. It based on actor I find in Atlas. I think maybe Onager can be the only catapult in the game that does not have to pack up to move (has wheels instead and dudes slowly push around). 50 1 25 25 1 Here are the slaves. They cannot build building, they can only gather resource. Male Slave (Servus) and Female Slave (Serva). All slave lose health until they die of overwork. I wish I could make it so that they only lose health when working. Male slave (good at mining) is train from Storehouse and female slave (good at farming and foraging) train from Farmstead. They also have low health and are good at dying. Train limit of 30 (I wish I could scale limits with match pop cap). "Slave Quarters" tech (200 200 ) reduce slave pop cost to 0.