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Considering how we currently use fonts, it does seem odd that the source files are bundled with the game. I guess they're only there because they're in the "binaries" folder, and that folder is bundled almost in its entirety. As a loose idea as to how many distributions have the fonts available in their package repositories (stats courtesy of Repology): LinuxLibertine : 66 packages (across 20 "families") DejaVu : 145 packages (across 33 "families") FreeFont : 122 packages (across 26 "families") TeX Gyre : 37 packages (across two package names across 5 "families") And for the eastern Asian languages: Hanazono : 48 packages (across 10 "families") Japanese Kanji Source-Han-Sans : 92 packages (across 13 "families") Pan-CJK characters (Repology groups distributions by "family", e.g. Ubuntu, Debian, SteamOS, LinuxMint are one "family". If you're running LinuxMint, then as LinuxMint is derived from Ubuntu, then the repositories for the appropriate version of Ubuntu are mostly compatible with your LinuxMint system. It's not a perfect categorisation, but as a rough guide it works.) Alternatively, here's something I threw together to more easily compare some of the commonly used distributions. CentOS, Fedora, OpenSUSE, OpenMandriva, and Slackware are the ones that are noticeably problematic. Yes, Windows and OSX would most likely still need the fonts bundled with the game. The way I see it, we have three possibilities: We change nothing, but tell the packagers to exclude the "binaries/tools/fontbuilder" when packaging the "0ad-data" package for their repositories. We remove the font files entirely, make the files' respective packages a build-time-only dependency, and write instructions on where to download the files for systems that don't have a package repository or do but lack the specific packages. (The caveat is that we don't use them at build-time either...) We relocate the font files somewhere else within our repository, such as into a subdirectory under "libraries/source/". I think I personally favour a combination of the second and third: move the files and then, when we get in-game rendering working we add package dependencies and use the new location as a fallback (whether that be as the source of a 0ad-fonts package, auto-bundling of the fonts by build-osx-bundle.sh, and/or some other solution). I think the fonts we use are reasonably stable (LinuxLibertine and FreeFont haven't had any releases since 2012, and DejaVu since 2016. TeX Gyre is the most recently updated at 2018, but the release before that appears to have been 2016). I would imagine that if the typeface anatomy of fonts change too much between versions, then the font's creators would possibly get complaints from their user-base. Also, some of the fonts we use claim to be a like-for-like replacement (Gyre Pagella for Palatino), or to have the same appearance as - but a wider character range than - another font family (DejaVu for Vera), and so in theory shouldn't deviate too much from their "inspiration". I get what you mean though: having two users with what should be the same font but - due to changes between versions - are visually different could disrupt our established visual style (such as it is), or make for an inconsistent experience between users. It is true that many games get bundled with their own fonts, even on Linux systems (eg. SuperTux, SuperTuxKart).That might be down to simplicity: they have to bundle the fonts for Windows and OSX systems, so it's easiest to just do the same for Linux as well. Huh, this turned into a longer post than I anticipated. Apologies, and congratulations if you got this far without glazing over.4 points
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Let's get back on topic and stop this side discussion. :-) @Pander, thank you for your report and welcome to the forums. Does the workaround of copy/pasting twice work for you? Hopefully someone can fix this issue in the future. @cloud9, I would like to leave you with these wise words: That's basically all it boils down to. If you do not want to share your patch, that is fine by me, but in that case I would ask you to refrain from taking part in the discussion. This is an open project; we expect openness from everyone participating in the project, otherwise your contributions are not useful.3 points
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One thing I love about this community is how international it is. Looking at the download stats a sourceforge (only a cross section) shows that the game is being downloaded in almost every country of the world . Downloaded in literally 96% of the world's countries!!! If there could ever be a way to compile download statistics on all downloads, I wouldn't be surprised if that percentage would jump to 100%... It's even popular in North Korea! Interesting... Reminds me of the recent discoveries of an "ancient Amazon civilization". https://news.nationalgeographic.com/2018/03/amazon-jungle-ancient-population-satellite-computer-model/ Yeah, the first Kingdom of Kush, often referred to as the Kingdom of Kerma (after the modern village where the remains of the ancient capital were found), is incredibly ancient. Kerma originally evolved out of Pre-Kerma (3500 BC), fusing with C-Group culture around 2500 BC. C-Group culture is in turn related to the earlier A-Group culture (3800 BC), the original sedentary inhabitants of Lower Nubia (North Sudan/South Egypt). A-Group culture pre-dates Dynastic Egypt, and was contemporaneous with the Pre-Dynastic Naqada Culture. A-Group Culture influenced developments in Pre-Dynastic Egypt even establishing some of the shared Egyptian-Nubian royal iconography before Egypt was even a thing. A-Group was destroyed by the First Dynasty, probably forcing much of the population into the Western Deserts (still pastoral lands in those times). With the ever faster drying deserts centuries later, a new group from these Western Deserts invaded Lower Nubia, expelling the Old Kingdom presence, and mixed with the population of Upper Nubia. These new people are known as C-Group culture, and because of their similarity are often believed to be a re-emergence of A-Group. (B-Group Culture turned out to be simply a marginalized and impoverished remnant of A-Group in Lower Nubia). The fusion of C-Group and Pre-Kerma illustrates a strong mixing of Nilo-Saharan speaking people and Afro-Asiatic speaking people from the earliest periods in Kushite history (it explains the confusion around classifying the Meroitic language, which turned out to have evolved from Proto-Nilo-Saharan with ancient Afro-Asiatic loanwords and which also explains the two distinct skin-tones in Egyptian frescoes representing them, jet-black and reddish brown). The first Kingdom of Kush flourished as a highly centralized state from about 2500 BC. They were far more advanced than they are often given credit for. Kerma grew into the first city of Sub-Saharan Africa, and consolidated and expanded their rule. So much so that the Egyptians militarily occupied Lower Nubia and built a string of some of the largest fortifications ever built in their time, in an effort to counter the growing threat from the South. It didn't help much, because the Middle Kingdom was eventually destroyed by Kerma period Kushites raiding as far as Thebes, in what seems to be a coordinated attack with the Hyksos who occupied Lower Egypt. The re-emergant New Kingdom struck back with a vengeance, first under Ahmose I and Amenhotep I who reconquered Lower Nubia, and then under Tuthmosis I who conquered and completely destroyed the city of Kerma in Upper Nubia in c. 1505 BC. That's when Kush starts being incorporated into Egypt, first as rebellious colonial province, then as an integrated part of the Egyptian Empire. The actual name of the "Kerma Kingdom" was recorded as "Kush", by the Egyptians as early as the Middle Kingdom, and the name Kush continued to be used throughout the Egyptian occupation, during the Nubian Dark Ages, and during the Napatan and Meroitic periods. Only after the collapse of Meroitic Kush does the term "Nubia" appear, which is why I never use it in a political/cultural/ethnic sense (only geographical). Although the terms "Nubia", and the "Nubians" are widely used terms for all periods of Sudanese history, the term confuses modern with ancient, and divorces the Kushites from their politcal and historical context. One of the reasons why the history is so obscured. The terminologies are all over the place. So yes, long story short, they would be great for Aristeia2 points
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Glad I could help. It shouldn't but depending on what you touch it might have an influence. For instance, both will share the same user.cfg unless you run the dev version with -writableRoot (Notice it only has one '-') this flag makes the game portable. https://trac.wildfiregames.com/browser/ps/trunk/binaries/system/readme.txt line 68 Sure just go in wherever you cloned it and run ./pyrogenesis -writableRoot2 points
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I am Brazilian, so, Portuguese. That is pretty cool. I hope in the future I can help to do the same with some other peoples, maybe the Tupis. What is also cool is that they seem to have some pretty ancient stuff. If I remember the Kerma period was something before 500 b.C.? So it could be a faction in Aristeia maybe?2 points
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Xiongnu, Scythians, Huns. I've created preliminary versions of each in my Delenda Est Git repository here: https://github.com/JustusAvramenko/delenda_est Obviously the nomadic civs should have some similar attributes. No territory bonus or restrictions Consequently, their buildings have -50% health and loyalty Raiding and Looting bonuses A focus on cavalry Cavalry units can build Livestock bonus, called "Pastoralism." Packable buildings Some kind of raiding/loot bonus Mobile "cart" dropsite that can upgrade into a storehouse or yurt Starts each match with a free Yurt (house) No stone walls, they get Palisades in City Phase instead. Uncovered battering ram = 4 armored dudes carrying a log around Some female military units, either as actor variations or standalone templates But each should have its own civ specific traits. Xiongnu Team Bonus: ? Xiongnu battering ram can upgrade to a covered battering ram More armor techs? Falcon Scout special starting unit Falcon Huntress special hunting/scouting unit Anything? Scythians Team Bonus: Goldsmith Mastery: Allied gatherers +10% metal gathering rate, allied technologies -10% metal cost A "settlement" option Removes packing ability Adds a territory effect and health bonus to 75% of standard? Unlocks Fortress and Stone Walls Bosporan "Greek" mercenaries Headhunter female champion cavalry Royal Scythian heavy champion cavalry Anything? Huns Team Bonus: Winds of the Steppe: Allied Cavalry +10% speed and +1 pierce armor No "elite" rank? Starting structures are all in the "Packed" state, meaning they always start in a quasi-nomad mode A wide variety of "mercenaries" based on their subject peoples: Goths, Alemanni, Alans, et al. Traction catapult? Anything?1 point
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I do not know if anyone has already had this idea, but I would like to share it with the community. My native language is not English and I did not find forums for specific languages (although I believe there are a large number of Portuguese speaking players) My idea is basically the creation of a world with all civilizations living and battling for territories. In this world the player can join some civilization. The goal is for battles to be rare and their results affect the entire world geopolitics (a scriptwriter will be required for those tasks). Battles need to be scheduled for participants, leaders or parliaments of each player-controlled society can make decisions outside the game and will also affect the geopolitics of the world. There are many other points that can be said here, but the ultimate goal is that there is a dynamism in the battles, an idea of continuity and a greater immersion in each game.1 point
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Please, support copy paste of hostname or ip address (IP4 and IP6) when joining a game. This doesn't work on version 0.23 on Linux and macOS.1 point
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I really am a rush defender, I think it's part of every rts game. What I think should not happen is the rush always with the same unit in all games. This happens in the current vanilla version, where most 1v1 has rush cavalry, and this is a problem that does not happen in the mod. You can still rush with cavalry and win the game, but it's not an easy like vanilla, and you may need more units to support.1 point
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using either svn, or the git mirror on htpps://github.com/0ad/0ad, Not that you have to compile the game yourself.1 point
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It is an unique helmet found at Tintignac, votive offering. The helmet was symbolically killed and put in a hole with carnyx and others helmets (killed as well). Thus let's call it "Tintignac". Good job by the way. https://en.wikipedia.org/wiki/Tintignac1 point
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To continue the celtic faction Redesing - Visual Update done this helmet: 1024 texture vs 256 texture for game usage (Blender tip: Always bake the best resolution possible you can handle, because if you bake directly a 256 texture or 512 they will bake with 80% imperfections, if you can bake 2k textures and then rescale to 512 or 256 better).1 point
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do you have some repository where you developing your mod? github, gitlab for instance.1 point
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Ho boy, So as an actual Hun Historian let's clear up a few things: 1. The Xiongnu and the Huns were the same people. The word has a Yeniseian and Old Turkic mixed origin as it relates to both the ruling dynasty of the Xiongnu (a Yeniseian people) and the Old Turkic name for the Ongi River in Mongolia. We don't know what it means other than that it was a dynastic name. Xiongnu is pronounced "Hongna" and was transmitted over the Himalayas or via sea trade to India and transliterated into Sanskrit, before coming up from India into Sogdian, and then spreading into Bactrian Greek as Ounna, where it became Ounnoi in Roman Greek (Romeika), and then Hunni in Latin. 2. The Huns themselves are directly related. Huns can be identified by the Haplogroup Q-M242. Some of you here might know that's weird because Q-M242 is Native American DNA. It's also Yeniseian DNA, with the Kettic people having the highest concentration at 99%, and high concentrations east into Beringia, where the Yeniseians and the Dene people separated about 18,000 years ago. However, the majority of the Huns that entered Europe were not Yeniseian although most had some percentage of Yeniseian DNA and ancestry. They also no longer spoke Yeniseian (Xiongnu), but now spoke Oghuric Turkic, with many Yeniseian loanwords, and this was the language the Romans identified as Hunnic and the people the Romans called Hunnic. They were the same identity as Xiongnu, but with many changes since the days of Modun Chanyu in the 3rd century BC. 3. If you're considering Steppe Nomad factions, then they should be: Scythians (who are related to the Karluk people) Sarmatians/Alans (Also Indo-Iranian nomads like the Scythians) Xiongnu/Huns (The same people, effectively. The last of the Yeniseian nomads and the first of the Turkic-speaking nomads). 4. If you have questions I can probably answer any of them about the Huns and I know a lot about the Alans too (Scythian is a bit beyond my usual area but I know more than most). I haven't bothered to read all of this thread but feel free to ask.1 point
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Interesting. Any reason not to update the "value" every move command instead of frame? Could take coordinates' offsets into account to filter double clicks, redundant script/AI commands with similar coordinates. Then include this "value" in speed calculation. Remainder as is. First issue: looks like simulating momentum and @FeXoR said there shouldn't be such phenomenon. Would you mind explaining? I thought those battalions had been shaped quite nicely already some time ago. What's the blocker? There is a lord that hides as a butler :-) that surely knows @stanislas69 Sounds like a subtle change. In reality reaches very far. It requires debating whether to give a unit more autonomy to reduce micro or not. This has been a point of diverging opinion before. I personally advocate more self-responsibility. Not necessarily per unit. Rather per commander for performance! There usually are far less officers. This comes closely with battalions though, both something more than just me have worked on several times before. Me at least never managed to finish. Pity! Promises so much more depth to strategy and atmosphere.1 point
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Someone sent me an article I found interesting to complement my previous summary: "Like a Certain Tornado of Peoples": Warfare of the European Huns in the Light of Graeco-Latin Literary Tradition https://www.academia.edu/1264349/_Like_a_Certain_Tornado_of_Peoples_Warfare_of_the_European_Huns_in_the_Light_of_Graeco-Latin_Literary_Tradition1 point
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At the moment I don't have a Github repository, but will likely start one in the future when finishing the Teutonic Order Faction and the game play design.1 point
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Do you use a Github repository? I would want to test your mod and keep track of your latest developments. Keep it up, you are doing awesome work.1 point
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I personnally think it is better to have a dependancy with a horseman. It is easier. You kill simply the horseman to get ride of the falcon.1 point
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I sympathize with the "manpower" aspect, but civs like the Han, Zaps, and Xions are already largely complete.1 point
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My suggestion for the faction symbols Scythian, Kuban region North-East of the Black Sea, 6th century BC For the Huns, from left to right:Germano-Hunnic 5th century AD in Romania, Germano-Hunnic 5th century AD in Italy, Scythians 5th Century BC in Altai (Russia), Scythians 5th Century BC in Tuetkin (Russia): For the Xiongnu:1 point
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A useful document for symbol faction and art (even if the author didn't take any precaution in distinguishing Scythian and Hunnic cultures): https://www.researchgate.net/publication/259717838_Hun_Xiongnu_Scythian_Art An Unesco's magazine special issue on the Scythians: http://unesdoc.unesco.org/images/0007/000748/074829eo.pdf Gold artistic goods in Tuva (Russia-Mongolian border) https://journals.openedition.org/archeosciences/pdf/2193 Nomadic Art from the Eastern Eurasian Steppes1 point
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I see very well eagles as a ranged attack when #252 will be done. The unit would have a sword in melee and the falcon would just fly above her head, and if switched to ranged the falcon would attack. Should be restricted to slaughter attack I don't think they would waste an eagle in a battle.1 point
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That sounds pretty cool... Daco-Thracians, mmmm.... Considering eagle hunting is most prevalent in Mongolia today, the Xiongnu should definitely have this ability if implementable (Chinese sources mention the practice), and there seems to be evidence for Scythians practicing it as well, making it a perfect general Nomadic civ trait, to help mitigate their lack of farming. Seems to be another thing women excelled at. Female Eagle Huntresses: I don't see why? They weren't 100% horseback all the time. But when they campaign, it was all horses, so I think that created the impression they literally all ride horses all the time. In very general terms: even when migrating, there would have been a lot of walking involved as well. They have slow moving animals like sheep, goats and cattle and their carts don't usually travel at light speed either (and would need regular pushing, and pulling). Don't forget the old folk, pregnant women, and babies. Families and clans would usually have a highly mobile component of riders and a less mobile component: the household and the rest of the family. Everybody also forgets that they ruled over sedentary populations as well (Northern China, Tarim Basin, Sogdiana, Black Sea Coast etc). Especially at their height (Huns, Scythians and Xiongnu), the wealthier families/clans/tribes, whatever, had access to a lovely array of slaves whom I doubt would be given horses. Cavalry having a building ability reminds me of the Maurya elephant being able to build by itself. How did that ever pass the review? We were arguing about elephants' "siege" capabilities, meanwhile some of our elephants are freakin' architects, engineers and construction workers all in one, as well as being a mobile drop-site on top of that... Of course, for the Nomadic civs, I'd change my mind if dismounting units ever becomes a thing.1 point
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@wowgetoffyourcellphone, two words: Eagle Hunting I think it took out a fox in the video, but I've seen video's of these babies taking out wolves as well!!! Would make for a very unique specialized hunting unit. Wouldn't be simple to implement I assume, but sooo epic. Perhaps even as a scout unit, although I'm not sure whether they outfitted their eagles with go-pro's in the BC era. Might have to check up on that. Also, why is throat singing so freakin' epic?!?! Some Turkic folk music (that flute, so simple, so perfect...): Top random youtube comment: "These people usually hunt wolves and foxes, but occasionally they conquer the world"1 point
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It depicts Goth refugees fleeing the Huns and settled by the Eastern Romans in Thracia.1 point
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gameplay. wagon defenses except Huns they must be Faster Rush kind. instead outposts; camps.pack / unpack unit, unpack increases LoS. stun and enslave abilities to Lasso units. capture the unit and make them their bodyguard. high loot bonus. team bonus for Huns you can access to their Auxiliars cavalry (Alans) and Lasso units. Scythian females can access to be upgraded to Hunter cavalry but they need kill at last a male soldier. Scythian female Hero can have bonus vs Male Heroes.1 point
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I think the "settlement" option for Scythians may need some new code. Currently techs cannot disable things. Only enable or alter stats. Any ideas @stanislas69 or @elexis?1 point
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I could see Germanic civs having such an option in City Phase. Call it "Migration".1 point
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Cool! They should have a bunch of female warriors. The Xiongnu and Scythians probably more so than the Huns? For Xiongnu, the women can be embedded in the regular troops, but it would be nice to also have a dedicated "Amazon" unit for the Scythians. I guess that's what you mean with egalitarianism? I've read somewhere that an estimated 1/3 of Scythian warrior tombs belonged to women and there are apparently Xiongnu female warrior tombs as well. Xiongnu should have access to walls of rammed earth, stronger than palisades, weaker than stone walls. Scythians should indeed have access to the most impressive type of fortifications for the "nomadic" civs (heavy stone walls, Greek influence in the Black Sea area), forming a sort of in-between civ with a "settlement" option as you indicated (Scythian Neapolis) and can even have a wonder: "The mausoleum of the Scythian rulers of Neapolis", also known as the "tomb of Skilurus": (or we could just pretend it's a castle? ) Scythians should also have access to the most elaborate armours (extensive use of scale and leather, and even Greek influences). They should look like the most opulent "nomadic civ". Their team bonus could be trade related ((proto-)silk road). All three could have heavy loot bonuses: Sounds perfectly appropriate!1 point
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They are, but not certain at what point, but surely we will use them. Check this if you are not aware of it https://trac.wildfiregames.com/wiki/Triggers, besides there are a few maps using them. But to be fair, we haven't got to that point, so any task/possible trigger use said right now might change in the future. The goal of the project it's to have a playable campaign, not limited to destroying/wiping the enemy. We will use triggers, but not implement more, we are not programmers nor is in our scope, we might ask help from the devs team in any given situatio|n relating to triggers/core game.1 point
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Well, the main aim of this topic is not to make a discussion of why techs trees could be filled. The aim is making a collective resource for devs or modders, if they want to augment the number of units of units for civs, reducing the uniqueness of the rosters, but making them easier to balance (I'm for a asymmetrical balance, and the difference could be done in other ways, but as I said, focus the thread into filling the rosters). I'm not saying that we should add or not this units. At first I would use fast and superficial sources. Later If I have time or somebody does it, I would post better sources. My proposition is to make the design historical based, but not 100% accurate. For every proposal, a short argument or source. Not unique units, mainly common units and mercenaries (try to stick to historical mercenaries used for the correspondent civ) based on existing roles. The format is: role (based on existing ones): Concrete name Justification: and explanation if needed for supporting sources Source: Athens: (Fast) swordman: Ekdromoi Justification: It was a champion unit for the Greek civ before the splitting (now replaced by the Athen Marine). Could be the same that Spartan commando (c-s) or Gaul Fanatic (champion) Spartan: Slinger Justification: Spartan used slingers in their armies, for sure as mercenaries, and I don't know if they were also native soldiers. I don't know if were the helots who were used as slingers, like in Total War. Archer Justification: The same. Could be also Cretan mercenaries. Source for both them: https://uk.answers.yahoo.com/question/index?qid=20130703083325AACyja2 Pikeman: Periokoi pikeman Justification: by the III century b.c, pikemen were used by spartans. Now there's a scenario-editor only unit, and has been debated to give allow to train them by a reforms tech Sword cavalry: Hippeis cavalry Justification: Convention: most of the cavalry of the game, if I'm not mistaken, used javelins as a main weapon to fight infantry (unless chasing routing units or light infantry) and sword as side weapon, but devs give sword cavalry for most civs. Source for Cretan archers and pikemen: https://books.google.es/books?id=RLr8CwAAQBAJ&pg=PA29&lpg=PA29&dq=tarantine+cavalry+sparta&source=bl&ots=A-XsoU1zQ3&sig=I_smyZXsIO_j_SkVhaPBSDsATUM&hl=es&sa=X&ved=0ahUKEwjI0NDXlpTXAhXSFsAKHfcSCHUQ6AEIaTAL#v=onepage&q=tarantine cavalry sparta&f=false Gauls: Swordman: Justification: as it says in the original design doc, sword were used by celts, but mainly nobles. It could be used a narrow viewer to make them available as c/s Archer: Hunter Justification: Vercingetorix reunited hunters with bows to fight romans. Could be implemented as mercenaries, like Delenda Est. Britons: Swordmen: Justification: the same as gauls. Mauryans: Infantry skirmisher Justification: mauryan infantry was almost all made by light infantry, and used javelins Source: https://weaponsandwarfare.com/2015/11/10/the-mauryan-empire-military/. This source also says that mauryans used catapults, ballistas and rams! Slingers: Source: https://books.google.es/books?id=jpXijlqeRpIC&pg=PA30&lpg=PA30&dq=mauryans+slingers&source=bl&ots=RAdEwmEWZ6&sig=WyBgQ390GEkRCEiD3cw9auarmR0&hl=es&sa=X&ved=0ahUKEwiVoOaEm5TXAhWBoRQKHYjJBx0Q6AEIVDAK#v=onepage&q=mauryans slingers&f=false Persians: Slingers: Justification: Polybius said it, (II a.c) Source: https://books.google.es/books?id=C4A7DgAAQBAJ&pg=PT314&lpg=PT314&dq=Achaemenids+slingers&source=bl&ots=L5lL7a0O9U&sig=WdDtshe_OXpO5sfZxotqNcOZy1M&hl=es&sa=X&ved=0ahUKEwjuk9f_m5TXAhVEOxQKHbCBAS8Q6AEISDAI#v=onepage&q=Achaemenids slingers&f=false Iberians: I think that are pretty complete (in historical terms). But: Sword cavalry: Justification: Convention: most of the cavalry of the game, if I'm not mistaken, used javelins as a main weapon to fight infantry (unless chasing routing units or light infantry) and sword as side weapon, but devs give sword cavalry for most civs. Macedonians: Spearman: Source: https://en.wikipedia.org/wiki/Ancient_Macedonian_army wikipedia Republican Romans: Pretty sure that the roster its historically correct. Normal spearman could be used, not only triarius if wanted. But probably there's a lot of room for auxiliary units. Spearman: Rorarii Justification: https://en.wikipedia.org/wiki/Rorarii Sword cavalry: Justification: Convention: most of the cavalry of the game, if I'm not mistaken, used javelins as a main weapon to fight infantry (unless chasing routing units or light infantry) and sword as side weapon, but devs give sword cavalry for most civs. Carthaginians: Infantry skirmisher: Libyan skirmisher (citizien-soldier) Cavalry spear: Lybian or Carthaginian spear cavalry Source for both: https://en.wikipedia.org/wiki/Military_of_Carthage#Formation_and_structure Sword cavalry: Lybian or Carthaginian sword cavalry Justification: Convention: most of the cavalry of the game, if I'm not mistaken, used javelins as a main weapon to fight infantry (unless chasing routing units or light infantry) and sword as side weapon, but devs give sword cavalry for most civs. Lazy to do romans auxiliares and successors. If somebody have more sources and units, I will add them!1 point
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