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Don't particularly like the new default cursor. The old one could have been a weapon-head too, but one could sell it as a pointer too, making it a very universally used icon. The new one is a weapon however you look at it. I don't want a weapon on my screen when selecting a tree!! Besides that: the new cursor is way oversized. Making it feel very clunky too work with. The same comment applies to the new attack cursor (the image is fine there, just make it smaller). I would propose to restore the old default cursor and use the new default for attack-walk instead (that red line is not making things prettier).3 points
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I would love to just make the Range a standard building for all civs. If we can agree in principle to try to implement Ranges for A27, I am amenable to removing it for the Han for this (A26) alpha. I am not partial to the idea of making a common citizen-soldier trainable from 3 different buildings. I am partial to differentiation, which is why I advocate for the Range's (eventual) inclusion. And the reason I was pro-Stables as well. But as I said, that can wait. So, after reading this thread, I propose these changes: 1. Range Remove for this Alpha. Investigate adding it back for the next alpha. 2. Barracks Add the archer and crossbowman back. 3. Civic Center/Starting Units: A unique mix. Spearman Crossbowman Sword Cavalry 4. Infantry/Cavalry Crossbowmen Stats a mix of Javelineer, Slinger, and Archer. Attack Damage: 24 pierce Repeat Time: 3 seconds Range: 45 meters Projectile Speed: 80 m/s Spread (accuracy): 3 meters Since it is "trash", it takes +50% more XP to promote to next rank and has 40 health instead of 50, but read on: "Crossbow Training" Village Phase 200 wood, 200 metal (subject to change) Researchable from either the Barracks or Stable (it affects both Infantry and Cavalry versions) Reduces RepeatTime to 2 seconds Reduces TrainTime by -20% Unlocks Ranking Techs. These Techs make the Crossbowman less "trashy" over time: Advanced Crossbowmen Town Phase Elite Crossbowmen City Phase A new City Phase tech in the Forge "Repeating Crossbows" Reduces Repeat Time to 1 second Reduces accuracy by 25% 5. Farms 60 Wood, 30 seconds 3 gatherers Do not forget that the Han Farming techs are more powerful than the standard Farming techs! The first one is available in Village Phase! 6. I want to get rid of the Champion Cavalry Crossbowman. They're supposed to be "trash", at least initially. They still have the 3 other champions (Archer, Swordsman, Cataphract) to choose from. Can keep the templates and actors in Atlas for scenarios. 7. We need to discuss the Imperial Ministry and Ministers. But please discuss points 1-6 first. We can add these changes very quickly if we can at least agree on these points.2 points
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Hello friends I am from Turkey, but currently living in Germany (01:00 GMT). I was born in Istanbul, so know the Marmara map by heart :D. I lived on the Aegean coast, what used to be ancient Ionia. I visited all the twelve Ionian city-states. My wife is from Iskenderun, ancient Alexandretta near the site of the Battle of Issus. I love learning about history (you get the idea :D), especially Ancient Greek history. And you can tell I love Greek mythology; my nickname is the name Odysseus uses to introduce himself to cyclops Polyphemus as a trick to avoid retribution from the other cyclopes after blinding him. I speak English and Turkish, and am learning German. I cannot speak Greek (yet :D), but I can read Greek letters and understand enough to order a nice dinner.2 points
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Taking interest in joining this mod at Github/0admods and add it as a crowd-sourced civ2 points
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- resources spent are indeed more important than resources gathered - it's a known issue that rushes lower the total score of both rushed and rushing players, this is inevitable and could only be mitigated including a lot more factors in the score, which would make it more complicate and finally less understandable2 points
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How about eco score is proportional to resources spent? Really quite similar to economic growth irl: IIRC, a growing economy is one where more and more things are purchased. I think showing the resources spent would show how much cost was required for the corresponding military score: that way the eco to military score ratio would reflect the skill of players including unit micro and strategy. In addition, I think this would encourage new players to start spending resources more. I often see new players saving up resources for things, when they should usually be spending as fast as possible, investing in upgrades, additional production buildings, early soldiers, cav, etc.2 points
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I think it’s a good idea to talk about a particular feature rather than starting with a vague Idea. Often we get confused between each others’ ideas and what we think they mean. If we have a commit like “acceleration” to discuss, then we can hone that feature while it is tested. This also limits the random ideas and encourages focus on real features and not concepts. I think this will be extremely helpful when the pre-release candidates come out. I also have a hard time navigating and understanding the Phabricator stuff, so being able to discuss real features in the forum like this would be sweet.2 points
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Yeah indeed, I ignored them by simplicity as they rarely give a significant advantage anyway. If I worked longer on balanced maps I would work on wood balance first, as some generations can get very imbalanced.2 points
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Mission 18 is now up and ready for a25. You get to sack the city of Tyre. Note that I had to modify the template for the lighthouse to enable the trigger of revealing all shores. Actually, before in a23, when the lighthouse was captured, the shores became explore but not revealed. Now, they become revealed as in, no fog of war. But that's fine. Enjoy!2 points
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Hello everyone, I think it's time I reveal a "secret project" I've been working on occasionally: a “Grand Strategy” campaign mod for A25. Because our UI is flexible, and because campaign data is just JSON, we can do quite a lot in terms of modding. My intention here is to do something somewhat similar to Rise of Nations' Conquer the World campaign, though with some twists. The code is over at the github repo: https://github.com/wraitii/0ad_grand_strat . If you want to help out, the easiest is to make PRs or issues over there. The end-game is to merge something back for A26 or later, depending on advancement. As you can see, the mod is currently unfinished: it's technically playable, and some of the core mechanics are there, but it needs a ton of polish and quite a few features (& well, testing) before it's properly done. Though at the moment new core code in 0 A.D. itself isn't necessary, some things might be easier to do there. Screenshots: You can download a .pyromod from GitHub. Changelog:1 point
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After a long time of hard work, I have the honor of being able to show you this great initiative which I am sure will give a new life to 0 A.D. and to the world of Real Time Strategy games. I present to you RTS Tournaments, a website expressly dedicated to creating competitions for RTS games, among which, of course, is our 0 A.D. RTS Tournaments was born thanks to the innate spirit of competition in this type of game and how it is wasted due to the fact that there is no decent organization that organizes game competitions as competitive as RTS. COMPETITIONS: RTS Tournaments will create various types of competitions (some more competitive than others). The first version of RTS Tournaments will feature the following competitions: -Weekly Cups: This type of competitions will be small tournaments (with no more than 16 players) with free registration. At first they will not have any prize. They will be small snacks to kill boredom! There will also be for teams! - Qualifying Cups: These types of competitions are more important! They will serve to classify you to high-level competitions. - Open Ranking: This competition is somewhat special. Once you register in it you will have to play two games a week until the end of the season. The top 3 ranked players will immediately qualify for the Grand Champions League (GCL). -Grand Champions League: In this competition the best players of the game will fight to prove who is the absolute champion of 0 A.D. It will be a league made up of 8 classified players. In this first season, the competitors will have to qualify by playing the GCL Qualifiers (8 in total), but from the first GCL the players will be classified as follows: The last four players Open ranked players + the winner of a single GCL Qualifier will be selected to compete in the GCL. (I thought about doing a team GCL, but I think more players are needed than those who currently play 0 A.D. so it is not ruled out in the future.) COMPETITIONS WITH MONETARY PRIZES: From RTS Tournaments we think that the existence of competitions with monetary prizes would be a great success, since this would attract the great sleeping players of the game as well as other titans from other RTS. a) FREE COMPETITIONS WITH A MONETARY PRIZE: It would be great to do a weekly competition like this, but for now we can't afford it. But without a doubt, we promise to do it when we have the necessary financial resources to do so. Right now RTS Tournaments only generates expenses, due to the fact that we have to pay for web hosting, domains, designs, etc. But when we have a stable economy we promise to do it! EVENTS: RTS Tournaments will organize various events for the community such as: - Challenges! Where a top player who wants to can spend an afternoon playing live annotated games on twitch against community players who request it through twitch chat. - Prizes for the best 1v1 player - Best tg player awards - etc. SOCIAL MEDIA: At RTS Tournaments we don't want to limit ourselves to being a mere competition portal, but rather we want to go one step further, which is why we have social networks like YouTube and Twitch where we will upload a large amount of quality content. We want to commit to uploading a daily video at least! We will also have twitter where we will be posting the latest news. -YouTube: https://www.youtube.com/c/RTSTournaments -Twitch: https://www.twitch.tv/rtstournaments -Twitter: https://twitter.com/RTSTournaments BADGES AND TITLES: From RTS Tournaments we propose a system of qualifications which are awarded to players based on their skills and performance in competitions. Our proposal: LM (Lobby Master) Obtained by having a score of 2100 or higher in the 0 A.D. lobby. NM (National Master) Awarded for being among the top six players in the GCL in any of its seasons. IM (International Master) It is obtained by being among the first three players of the GCL in any of its seasons. GM (Grand Master) Obtained at a special event every 6 months. These badges would appear in front of your name in RTS Tournaments and probably in the 0 A.D. lobby itself. so that all players can recognize the skill of that player as well as motivate others to achieve it. EX: (LM)ValihrAnt (2372) These are our proposals but they can be modified to suit the community. FUTURE EVENTS: In case RTS Tournaments achieves its goals, we have great ideas in mind such as making a world championship by country or region. COMMUNITY ASSEMBLY: At RTS Tournaments we want the community to show us the path to follow, so every Monday we will upload a post so that, the community can propose changes within our website, modifications to some rules, new ideas for competitions, etc. Later we will upload a small newsletter where we will inform about the news about RTS Tournaments, the changes proposed by the community and the changes made, as well as some statistics that may be interesting for our users. DO YOU WANT TO BELONG TO RTS Tournaments?: We are currently looking for a person who wants to create content in English for our official YouTube and Twitch channels, so if you are interested, have a good microphone and feel like it, send me a private message through here to chat more in detail. We also want to have affiliated content creators, who if they wish, can upload videos to the official RTS Tournaments channel explaining strategies, balance changes, etc, so if you, as a youtuber from 0 A.D. would you like to upload videos from time to time to the official channel send me a private message. Finally, we are also looking for RTS Tournaments moderators to help me in the lobby to answer questions and resolve conflicts that may arise within the competitions. ECONOMICS OF RTS Tournaments: RTS Tournaments is an organization made by and for the community, for this reason we do not have funding of any kind beyond what I as a natural person am putting so that RTST can become a reality. RTS Tournaments will be financed in several ways: - Donations: Being a community project, at first, we will not have more funding than that given by the community itself, therefore all donations are appreciated, and will be used to improve the services of RTS Tournaments, in addition to allowing the existence of monetary prizes in competitions. - Social Networks: RTS Tournaments will upload quality content to social networks such as YouTube and Twitch. We currently have a channel with more than 7k subscribers on YouTube, so we think we can monetize that channel in order to generate at least 30 or 50 euros to use in prizes for competitions. While we receive donations, RTS Tournaments will make their expenses public so that all users can see how each penny is spent. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- RTS TOURNAMENTS LINK: https://www.rtstournaments.com/ Without more to add, I hope you have loved this project and enjoy playing competitions of this wonderful game. =D - Stockfish ¡Lea el documento en español!: PRESENTACION RTS TOURNAMENTS ESPAÑOL (1).pdf1 point
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Many players want Feldmap mod to be a vanilla feature of 0AD A26. This mod adds a new map called Mainland Balanced, which has perfectly balanced resource distribution among players. Now I have a problem commiting to this to svn as a patch: I copied the files into the correct folders, but svn is not detecting it. What went wrong? in powershell: No difference detected!1 point
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Errrr, gonna have to disagree with you on this point. Ranged units in Empires Ascendant shoot ridiculously fast, firing a projectile every 1.25 seconds. That's what the "Repeating Crossbows" tech would be for. Taking the crossbow firing rate from 3 seconds, to 2 seconds ("Crossbow Training"), and then down to 1 second with the "Repeating Crossbow" tech you see a a progression of faster firing rates as the game goes on.1 point
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I have nothing against the Han icons, because they are a new civ anyways. But the set you showed me this time is a lot better. What I was referring to is the icons for other units in other civs. E.g Athenians, Gauls1 point
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don't make one civ OP, like A24 maurya. people hate that. don't waste the occasion of making crossbows unique. I proposed some time ago some stats for the automatic crossbows. they were legit melee killers.1 point
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Doing exactly like you mention (only add food if the current resource generation didn't give any) is pretty much not possible. Doing another solution consisting of always giving the food anyway works but is statistically different than previous solution. Doing it with balanced mainland-type generation is possible but I consider not worth the effort. Doing it like @maroder mentioned: is possible but I think it would look unnatural. Regardless I don't think this would eliminate the need of more strictly balanced maps, in my opinion in very high level 1v1s the additional food matters even if you already had some.1 point
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/home-on-the-range A general overview of Nomadic Factions, using the Moblins as an example. Posted by The_Undying_Nephalim on Feb 21st, 2022 Home On the Range In the last article we took a look at Ruin Factions and how they capture and convert the Ruins on a map into their bases. Today we'll take a look at the third group of factions in the game, simply named Nomadic Factions. With this very self explanatory label, it should not be hard to figure out how these types of factions operate. In fact, the game's current Moblin faction will barely change from how they currently play in the transition between versions. If for some reason you have not played as the Moblins in the current or past versions, here's a basic rundown of how they work. All Moblin buildings can pack themselves up, and unpack at any location within their territory. In order to generate territory, Moblins create Totems. This basic premise will remain in the next version of Hyrule Conquest, but with some small changes. First off, Nodes are used to create Moblin Totems. This naturally means that Nodes are still of critical importance to Moblins and other Nomadic factions. In addition to this, while Moblin buildings can deploy anywhere in their territory, unpacking them within the radius of a Totem provides their buildings with increased production speed and defensive bonuses when enemies siege a base. This will naturally be an incentive to create a base around your Totems, even though you might be tempted to unpack your entire base on a cliff side to test out the Moblin skill of fighting gravity. I guess that's one way to have a wall protecting your base. While the Moblins are currently the only Nomadic faction in the game, there will be several more added in the future that all have their own quirks. With that being said and the new Node System being tested by Patrons at the moment, I feel that we'll have a new version ready for public release soon. Stay tuned for a new version in the next few weeks, where you'll finally get to try out the new Node bases in action. After that we'll have some news on the highly anticipated and long awaited Minor Factions. Very Soon...1 point
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I like your thinking! Rank 2 units Maybe leave crossbows at P2 and later because they were cutting-edge tech at the time, and a village shouldn't have been able to mass produce this units. The Han used crossbows to counter Mongolian (Xiongnu) archer cavalry, so maybe they can get a bonus against archer cav (which is currently extremely annoying to players before P3). I like this idea. Maybe a free tech or very cheap tech that requires little time to research. Rank 3 units already need 57% more time to train than rank 1 units, so I think that's a big enough nerf. Please also consider that rank 3 ranged units do no additional pierce damage nor extra armour, so they are not OP at all!1 point
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Yes, that is what I did in the patch for balanced resources, but that one is more complex and harder to review so not in the table for near future.1 point
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I would like that. I think everyone would like if the balancing was done by teams, which would make TGs and 1v1s "fair"1 point
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Could we have this in the game for scenarios ? [same as slaves]. @wowgetoffyourcellphone1 point
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yeah the best way to consider early rushes is by looking at early military score in the graphs section, its not reflected in the final score1 point
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Well, balancing a civ isn't just about ensuring your personal build order remains successful. If others can successfully use a p1 practice range, then that's a plus for the civ.1 point
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Which units are Phase 1 is not set in stone. If there is a better combo, then we can go with that. Crossbows we should make trash/rapid response defense force or something similar with stats to match. The game's first official trash unit. Suggest stats to make this happen. Practice Range, I'm pretty sure me and a certain someone on the team wants to keep them, so we have to make them work. I propose inverting their cost from the Barracks, so they are only 100 wood and 200 stone (as opposed to the barracks at 200 stone and 100 wood). That way it is affordable with the first 300 stone on standard resource settings. Making crossbows trash and massable in Phase 1 could make the Practice Range worth it.1 point
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The way the old cursor was styled, it looked more like a "pointer" than part of a weapon. The new one looks more like an weapon, which is more confusing. I don't get the error any more, thanks!1 point
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Hey everyone, Thanks to @vladislavbelov's restless refactorings and cleaning, the renderer is being made easier to extend, and thus it is possible to add new filters, and texture filtering (anisotropic) is one of them. But that is not it! For those of you with more modest configurations, you can now decrease texture quality to save some of that precious VRAM. Don not be afraid to zoom in to check the differences! For our artsy friends, this also allows you to check the texel density of your models In other word to make sure that you are using the just the right amount of pixels for your textures. How does that work, you may ask, well. If at the lowest texture settings, some parts of your model are really blurry and other are not, it means that something in your texture is using too much space. On that screenshot you can see that the flowers remain pretty neat, while the rest is really blurry. Note that on that setting, we force all textures to be at maximum 256x256.1 point
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I _think_ one can use a filter at entity creation time, actually. ("special/filter" template folder, like the "uncapturable.xml" but then one that has "capturable" enabled.)1 point
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I committed the work in progress so you guys can test it on SVN1 point
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It is justified to give the Xiongnu "real" fortress too, made of rammed earth. They built their fortress capital city out of the material.1 point
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I use this topic because, while building from scratch using the code on Github, on an Intel computer with Fedora 35 Gnome up-to-date, I have the same error, which I already had a few days ago. [nicolas@fedora workspaces]$ ./update-workspaces.sh -j3 Updating bundled third-party dependencies... FCollada is already up to date. Building SpiderMonkey... SpiderMonkey build options: --disable-tests --disable-jemalloc --disable-js-shell --without-intl-api --enable-shared-js --disable-jitspew patching file js/src/build/moz.build patching file mozglue/build/moz.build patching file config/makefiles/target_binaries.mk patching file js/src/moz.build patching file js/src/old-configure patching file js/public/StructuredClone.h patch unexpectedly ends in middle of line Hunk #1 succeeded at 381 with fuzz 1 (offset 53 lines). patching file js/public/AllocPolicy.h Hunk #1 succeeded at 109 (offset 2 lines). Hunk #2 succeeded at 175 (offset 3 lines). patching file js/public/RootingAPI.h patch unexpectedly ends in middle of line Hunk #1 succeeded at 931 with fuzz 1. patching file build/moz.configure/toolchain.configure patching file build/moz.configure/toolchain.configure patch unexpectedly ends in middle of line Hunk #2 succeeded at 169 with fuzz 1. patching file js/src/wasm/WasmSignalHandlers.cpp patching file .cargo/config.in patching file Cargo.lock patching file Cargo.toml Traceback (most recent call last): File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/build-debug/../js/src/../../configure.py", line 25, in <module> from mozbuild.configure import ( File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/configure/__init__.py", line 33, in <module> from mozbuild.util import ( File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/util.py", line 760, in <module> class HierarchicalStringList(object): File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/util.py", line 785, in HierarchicalStringList class StringListAdaptor(collections.Sequence): AttributeError: module 'collections' has no attribute 'Sequence' ERROR: SpiderMonkey build failed Is the error related to a Python version incompatibility, as it was told in a previous post?1 point
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THRACIANS Give a brief introduction to the Thracians here UNIT DESCRIPTIONS BARRACKS UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: . Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: . Function: . Special: - ARCHERY RANGE UNITS Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: . Basic: . Advanced: . Elite: . History: . Function: . Special: . Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: Basic: . Advanced: . Elite: . History: . Function: . Special: . CAVALRY STABLE UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: Ranged Armament: Appearance: Basic: Advanced: Elite: History: Function: Special: SUPPORT UNITS Generic Name: Thracian Woman. Specific Name: . Class: Female Citizen. Appearance: History: Function: Special: Generic Name: Thracian Priest. Specific Name: . Class: Healer. Appearance: Garb: History: Function: Special: Generic Name: Thracian Merchant. Specific Name: . Class: Trader. Appearance: Garb: Mount: History: Function: Special: NAVY Generic Name: Fishing Boat. Specific Name: . Class: Fishing Ship. Appearance: Shell: - History: Function: Special: Generic Name: Trading Ship. Specific Name: . Class: Merchant Ship. Appearance: Shell: (Standard). History: Function: Special: Generic Name: Light Warship. Specific Name: . Class: Light Warship. Appearance: Shell: Single-tier, 25 rows. History: Function: Special: Generic Name: Medium Warship. Specific Name: . Class: Medium Warship. Appearence: Shell: History: Function: Special: SIEGE WORKSHOP UNITS Generic Name: Stone Thrower. Specific Name: . Class: Catapult Appearance: Shell: History: Function: Special: Generic Name: Bolt Shooter. Specific Name: . Class: Bolt Shooter Appearance: Shell: History: Function: Special: CHAMPION UNITS Generic Name: Champion Infantry. Specific Name: . Class: Champion Infantry. Armament: Appearance: History: . Function: Special: Generic Name: Champion Cavalry. Specific Name: . Class: Champion Cavalry. Armament: Appearance: History: Function: THRACIAN HEROES Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). NEW UNIT TRAITS List any special new traits here, each by bullet point. If no new traits, then say "None." CIVIC CENTER UNITS Female Citizen Melee Infantry: . Ranged Infantry: . Cavalry: . FORBIDDEN CLASSES The following are examples only Swordsman. Archer. Cavalry Spearman. Cavalry Archer. Quinquereme. Battering Ram. STRUCTURE DESCRIPTIONS VILLAGE Generic Name: House. Specific Name: . Class: House. History: Generic Name: Granary. Specific Name: . Class: Farmstead. History: Generic Name: Field. Specific Name: . Class: Field. History: Generic Name: Corral. Specific Name: . Class: Corral. History: Generic Name: Storehouse. Specific Name: . Class: Storehouse. History: Generic Name: Outpost. Specific Name: . Class: Outpost. History: Generic Name: Sentry Tower. Specific Name: . Class: Sentry Tower. History: Generic Name: Palisade. Specific Name: . Class: Palisade. History: Generic Name: Barracks. Specific Name: . Class: Barracks. History: Generic Name: Archery Range. Specific Name: . Class: Archery Range. History: Generic Name: Cavalry Stable. Specific Name: . Class: Cavalry Stable. History: TOWN Generic Name: Civic Center. Specific Name: . Class: Civic Center. History: Generic Name: Dock. Specific Name: . Class: Dock. History: Generic Name: Temple. Specific Name: . Class: Temple. History: Generic Name: Blacksmith. Specific Name: . Class: Blacksmith. History: Generic Name: Marketplace. Specific Name: . Class: Market. History: Generic Name: Defense Tower. Specific Name: . Class: Defense Tower. History: Generic Name: Stone Wall. Specific Name: . Class: Stone Wall. History: Generic Name: Wall Tower. Specific Name: . Class: Wall Tower. History: Generic Name: Gate. Specific Name: . Class: Gate. History: CITY Generic Name: Fortress. Specific Name: . Class: Fortress. History: SPECIAL STRUCTURES Generic Name: Special Building 2. Specific Name: . Class: SB1. History: Requirements: Any? Phase: . Special: Generic Name: Special Building 1. Specific Name: . Class: SB2. History: Requirements: Any? Phase: . Special: WONDER Generic Name: . Specific Name: . Class: Wonder. History: . Any Special Requirements: Phase: City. Special: NEW STRUCTURE TRAITS List any new structure traits here. A possible example could be that their structures spawn militia units when they're destroyed or each building gives a trickle of resource. Anything that sets one or more of their buildings apart from the standard. FORBIDDEN STRUCTURES Any? CIV BONUSES CB1 Name: . History: Effect: CB2 Generic Name: . Specific Name: . History: Effect: TEAM BONUS TB Name: . History: Effect: TECHNOLOGIES Infantry: Very good. Almost all technologies. Ranged units are the exception: neither here, nor there. Ranged techs average. Cavalry: Mediocre to poor. Nothing to match the cavalry of the Persians, for instance. Naval: Very good. Almost all technologies. Siege: Good. Most technologies, though low selection of siege weapons to choose from. Economy: Farming: Mediocre. They should get some of the technologies, but not the most advanced ones. Mining: Very good. Almost all, if not all, technologies. Coinage was highly developed. Lumbering: Mediocre. Same as farming. Hunting: Very limited. It was practiced mostly as a sport by the rich. Land Trade: Mediocre. Definitely nothing to match that of the best civs in the area. Naval Trade: Very good, one of the best in the game. Almost all techs. Architecture: Above average. I would say something on the order of 80% of that of the Persians. Defenses: Very good. Almost all techs. SPECIAL TECHNOLOGIES ST1 Name: . History: Effect: ST2 Name: . History: Effect: ST3 Name: . History: Effect:1 point