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Showing content with the highest reputation on 2025-06-06 in all areas

  1. A27 is infinitely superior to alphas like 23. The game could be called alpha 23 celtics. If I'm not mistaken, out of every 8 players, 6 were Celts and 2 were Ptols. Slinger + Ram spam. Whoever got to era 3 first won. We've been working hard since then, the game isn't perfect now, it still needs a lot of work, but it doesn't compare in terms of gameplay/balance.
    3 points
  2. Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.
    1 point
  3. partagez-le ♥ TAKE care ally don't make a wall around you lol
    1 point
  4. Mason, lumberjack, merchant, a blacksmith (profession, not a building). Fishermen in the coastal areas. Probably a lot of other things. Women did mostly knitting, some farming and some other stuff that would be inappropriate to talk about.
    1 point
  5. Olá @Alisson Fabrini é muito bom saber do seu interesse em ajudar e será muito bem vindo, atualmente a "linha de produção" do mod é a seguinte: @Duileoga e nossa grande artista que produz e cria os modelos e texturas 3D, tanto das unidades quanto das estruturas. Muito das ideias mais conceituais são de sua autoria. @Lopess (eu) Fico responsável em exportação os arquivos de um.blender com todos os modelos para um .dae com cada modelo separado e nomeado (fiz um código para o blender para me ajudar nisso com ajuda de A.I) Faz um mês que estou editando os modelos.dae em massa para adicionar props de projéteis e guarnição, o quanto mais automazafo melhor, mas ainda existe erros de tamanho etc. Além disso estou criando os modelos civs, muitas com somente unidades provisórias, em breve atualizadas com suas características oficiais. Além disso @Duileogatem planos de atualizar algum modelos 3d principalmente os primeiros que atualmente já são superados pelas suas capacidades artísticas. (Um dos motivos que ainda não comecei com os bakes AO). Se quiser mais detalhes pode entrar em contato comigo em PV toda ajuda e bem vinda. Temos o nosso Github lá atualizo toda semana com algumas correções que consigo pegar.
    1 point
  6. Anyone else miss the Millennium AD mod?
    1 point
  7. Gameplay reasons Main cause of champs breaking the game is players being able to spam it too easily. If we move these units back to the fort, they cannot be spammed en mass. We would get a trickle of maybe 3 to 4 champions as an enhancement of our army but the strategy of letting your ally die just to build yourself a full champ army will not be possible. Forts are useless / mostly idle for some civs: Gauls, Mauryas, Persians ... Now we have an use for fortresses. We can keep the OP stats of champs or make them even more OP, because the rate of production of these units is much lower - controls their impact on the game. Han and Carthage seem to have the correct use of champions at the moment. Other civs are just spamming till you run out of resources. Players who want to spam champs have to build extra special buildings which are costly and cannot be used for citizen units - less motivation to spam. Historical / Logical reasons: Hell broke loose when champs were moved to barracks and stables: In A25, they spammed fire cav from stables, in A26 they spammed champ sword cav, in A27 is now spear cav. But in A24 and A23, this problem didn't exist because champs could not be spammed enough to break the game. A23 had too few champs because fort was used for siege. Now we have a siege workshop so fort can be used as champion-special Champions (elite units) are being trained from the same place as pleb citizen soldiers. Not sure if that is accurate. Some civs train from special buildings while others train from barracks - inequality We want to emphasise the elite quality of the units, not just let them be CS Pro plus Proposed changes: Cancel the "unlock champion" upgrade - You can get your champs as soon as you have a fort. Every civ which currently produce champs from barracks and stables get their champs moved to a fort. In detail: Persians: barracks can produce immortals (but after researching an expensive unlock tech 1000 Food). Fortress produce champion cavs Kushites: champ cav back to fort, temple guards can stay in temples Gauls: Fanatics stay as they are or go to taverns; Trumpeter stay at their place; Champ cav and champ sword go to Fort. Mauryas: Yoddha go to forts. Maidens stay where they are. No change to Athenians, Spartans, Han, Carthage I am currently working on a pull request for these changes. Please comment below if you have any objections. Thank you, balancing advisors. @chrstgtr @real_tabasco_sauce @Atrik @borg- @Stockfish
    0 points
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