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I like the direction of this thread… Don't forget the stables (I really think it's an important structure). Archery range is indeed not necessary. If you fear the building menu becoming too crowded, maybe think about a pop up build menu, instead of it being present by default when you click a unit, there could be a small button that brings up (an expanded) build menu. The button could just picture a saw and hammer, or something like that. Now you have all the space in the world Having a low level (specialized) Civic Center for expansionist or economic purposes, and a high level, more advanced CC for city building sounds awesome. I really like battalions, but I 'd like it even more if it was a tech you needed to research. This way the early phase fighters look like a rag tag bunch of warriors, which is very historically accurate. Early rushes would look like a barbarian horde coming to sack your settlement. Later armies would be highly organized and disciplined (battalions). This adds to realism and immersiveness, which is really important. It also offers the best of two worlds: Chaos vs. Order. Primitive vs. Advanced.3 points
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I support this. It really makes me strangely upset to see people put fields around their CC… I mean, C'mon!?!? Are you building a town or an elaborate plantation??? The area around the CC should indeed never be used for farming, but for city-building… Making people use drop sites to drop resources makes perfect sense to me… Perhaps making the farm a prerequisite for the field is a logical alternative that should solve the issue… Or for every farm, you can plant x-amount of fields.3 points
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No-one wants to give you even a definite estimation. Even if the devs decide to put out a release date, they often don't make it anyway. They're working only on their free-time after all. Not giving a due date for the next Alpha, I think, is a wise decision. They don't want not to give the impression of false promises.3 points
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This: http://trac.wildfiregames.com/ticket/34912 points
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Wow, "weak countryside, strong core"this is the kind of mechanics I always wanted to see in age of empire or in any RTS actually. Nice to see im not the only one.In think it would be more coherent if all building that can be build in the neutral zone would cast at least a small territory. There would be a line for the national border, and another for the city-limits(that could appear only when you want to construct a building that as to be built within a city limits) So that way, you’ll have to build an Outpost or Dock that cast territory before you build a Storehouses and Farmsteads. Maybe you could also build wooden walls and wooden defences to protect those small outposts. it would go into the direction of = Outpost settlement - weak settlement for gathering ressources, conquer new shores or to take strategic point on the map City settlement - Strong settlement to expand dramatically territory, enable trading, build more buildings, armies and better defences SMALL DESIGN THOUGHT - I definitely think that civic center should look more like a camp at first and grows up as a real city center as the city changes phase. It would be the same for new City settlements. Something like that image (i like the idea around the well)2 points
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Hi. Let's remove dropsite ability from the Civic Center. Why would I propose this? Forces building storehouses and farmsteads from the start of a typical match, introducing the concept early. Refocuses the Civic Center on its primary purposes: training citizens, upgrading your settlement, and claiming territory. The player places new Civic Centers for optimal territorial claim, rather than as a forward dropsite which more often than not is not an optimal territorial claim. It's a soft encouragement to place farms around the farmstead instead of around the Civic Center. I can get rid of the "Civic Spaces" farming penalty. I know that there's also the defensive benefit to placing around the Civic Center, but it's a step in the right direction here.1 point
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Indeed, a Stables/Barracks split could be possible. I might throw it in there. For your last point. I think maybe battalion formations could get more organized as the units promote to new ranks. Basic level troops their lines would be kind off messy, while Elite and Champion battalions would have laser-straight lines and files.1 point
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I can do this right now with a hack. Field template <RequiredTechnology> would be something like "Unlock_Farms", which is an auto-research tech with prerequisite of a Farmstead class object. Then with Player.js, make it so for every 1 farmstead, up to 8 fields are unlocked. The first bit is a hack, the last bit isn't. The non-hacky way would be to code the game to allow templates to have a RequiredClass or a generic Requirements element, with different requirements possible within that element. Right now, the only requirement possible in the templates is RequiredTechnology. It's not a super ugly hack, really, and may be the preferred way to do it for all I know. Anyway, we can combine all of these things, really, since they all make sense separately and together.1 point
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Only skirmish maps for now. Easier for me, plus the skirmish maps can be made to exacting standards that maximize the gameplay changes I have made. Just way easier to test things with skirm maps.1 point
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We are a different level here.( I can save this democratic/utopía speech for later...) you need each territory maximizes(phase) the farms ory away from civic buildings. yes indeed no more solders in the CC only citizen/peasant/villager and may be slaves. But first the resources need replace in each map. Mostly of them is surrounding the CC. can you mod this's for DE. That's why asking about committe, I want test your point. for example with glory mechanic thing, I must confess I was wrong, because I test your concept instead get my mind close.1 point
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I hate hate hate hate committees. It's the reason I do not offer to work for or with the wfg team. IMHO, I don't care what analogues the Civic Center has with Age of Empires buildings. We are way beyond Age of Empire here. I want to make clear distinctions for buildings and units. It's why I want to alter the citizen-soldier concept. It's why I want to remove soldiers from the Civic Center and refocus them onto the Barracks and Merc Camps. It's a big reason I want to split the Civic Center from the Dropsites. In a zero resources at start match, first 2 dropsites can be free or something. Place them wisely.1 point
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Yes that the idea I have of the Cloaca, cloaca means sewers or sewerage in many languages. So we have Maximum Sewers Ok I give you in this order the icons mine shifts Stone with the hammer icon cloaca máxima mine shift ( gold) variation.1 point
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The best answer would be "when it will be ready". (which can be read in different ways ;-))1 point
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Not bad ideas guys. 1. I think real logistics might be going too far, unless we metagame it a bit like Rise of Nations did. Or, there is attrition while in enemy territory, that can be alleviated by building Supply Depots that cost Food, which have an aura that prevents attrition. I don't officially propose this, just throwing the idea out there. 2. I like the idea that the village phase civic center looks really primitive. It should look primitive, since this is the very first founding of the city. 3. I am like your idea @Bazar about 2 different settlement or civic center types. This mirrors a lot what @DarcReaver has been saying and I was resisting, but you kind of put it in a way that made it click with me. Maybe it's possible for the player found different kinds of settlements, like trading posts and farming villages. They're essentially just like a city settlement, but can't advance beyond town phase and is prevented from building things like barracks and stone walls within their provinces, while a city settlement is a full settlement with all buildings available and phase advancement up to and including Capital Phase. What do other people think of this development? Is it too limiting? I could see unlocking these "econ settlements" in phase 1 or phase 2, then unlocking "city settlements" in phase 2 or 3. And capturing these different provinces inherently gives different outcomes or benefits, while losing them strikes different blows to your civilization. It hurts to lose them, but each in their own way, just like it's a boost to capture them, each in their own way. ----------------------------------- I'll sum up my proposal for units here, really quick. Slave - pure econ, very slowly dies when gathering, maybe heals when idle with a tech; perhaps has male and female versions with slightly different roles; see Delenda Est civ Principate Romans. Citizen - who can muster into militia when called via a town bell at Civic Center and at dropsites; has aura that boosts slave gathering, aka "Slave Masters"; who is the primary builder unit. Citizen-Solders - these are your cheap barracks military units that you use to mass for attacks or defense, who also boost slave gathering rates because they are citizens with the "Slave Masters" aura; who can build military buildings, but do not gather; who are trained as battalions. Champions - trained in battalions from fortress or special buildings; your professional soldiers; can upgrade each battalion individually with cool units to boost their battalion effectiveness or boost nearby citizen soldier battalions; limited training in some way, either hard limit or some sort of soft limit. Heroes - some, usually fighters like Leonidas or Scipio Africanus, are trained in battalions, while others, like Chanakya or Cleopatra, are trained as singles; number of auras is reduced and/or rebalanced.1 point
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I'm going to stick to my proposal of: Slave - pure econ, very slowly dies when gathering, perhaps has male and female versions with slightly different roles Citizen - who can muster into militia when called; has aura that boosts slave gathering, aka "Slave Ownership"; who is the primary builder unit Citizen-Solders - these are your cheap barracks military units that you use to mass for attacks or defense, who also boost slave gathering rates because they are citizens with the "Slave Ownership" aura; who can build military buildings, but do not gather; who are trained as battalions Champions - trained in battalions from fortress or special buildings; your professional soldiers; can upgrade each battalion individually with cool units to boost their battalion effectiveness or boost nearby citizen soldier battalions; limited training in some way, either hard limit or some sort of soft limit. Heroes - some, usually fighters like Leonidas or Scipio Africanus, are trained in battalions, while others, like Chanakya for example, are trained as singles; number of auras is reduced and/or rebalanced.1 point
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I like this. It's been a staple for me in Team Games. Especially that it's useful to aggressive, defensive, and support players.1 point
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One possible hole: Imagine a small 4 player map with hardly any neutral territory, and everybody being enemies. So, nobody will trade. How do you get silver? There could be some treasures on the map, but whoever misses the early rush for those, will not be able to train campions 2 phases later. Could that be fixed with having some treasure in the starting territory / some starting silver?1 point
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