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The Crooked Philosopher

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Posts posted by The Crooked Philosopher

  1. I found something really impressive in the map editor when i found that the Persian have a champion cavalry archer unit that have both armor and speed but unfortunately i cannot train them from any Persian military facilities. Is it an editor available unit or the team planned to release it in the future?

  2. Actually are infinite. But very slow the gathering of food in first part of the game.

    And you mean this ?

    lMSokV3.jpg

    May be we can have variation with the farm.

    Yes, like Rise of Nation or Civilization series that have multiple varieties of farms, unlike AoE 2 where one type of crop was represented thus make the game looks strange and unrealistic.

    Hopefully 0 AD team may consider this as a good idea.

    • Like 1
  3. I've like to suggest that if 0 AD would implement crop diversification where player choose to build different farm with a different cost for ecample a wheat field have a better harvest and more durable but with a higher cost while a vegetable farm cost less but yield less and easily exhausted after a short period of harvest. If these options become available it may provide player a new way to produce food faster than previous farming process.

    While food produce in a faster pace, reseeding should be available for civilians and citizen soldiers to rebuild their farm automatically without diverting the player's attention thus giving player time to build up infrastructure, defenses and expand player's border or waging war against enemies.

    • Like 1
  4. I've been playing Europa Barbarorum for years but recently i being playing Parthian/Pahlava campaign and i found one unit with an unknown origin. The unit Asavârân-î Dêhbêd describe as the forerunners of the Sassanian Dihqan by Europa Barbarorum team leads me into a frenzy of information search for weeks but still there's no information about this unit. Hopefully someone would explain or debunk the existence of this unit.

    Thank you.

    pah_dehbed_asavara.gif

  5. Hello,

    I have an idea. If implemented it would have a huge impact on the gameplay. But I didn't come up with it in the first place because I thought it would be just cool or something, but I was thinking about how the economy in the game works and how a exponential growth in the players economy can get too overwhelming for players (especially new ones). So I came up with this idea that would solve this problem (and some more problems), that can make strategy in the game more important and clear, and that can give more control to developers to balance the strengths of each civilization in the game.

    The idea

    My idea is to make so that each structure deploys a number of units when built (and upgraded, more on that later), and normal unit recruiting should not be possible unless any units dies and leaves an empty "slot".

    Example: (note that I also suggest some new buildings and other changes)

    1. You build a "range" (where you can train archers and skirmishers). Before construction you have to choose between three different types: "only skirmishers", "only archers" or "combined" ("combined" deploys slightly less units in total, but choosing one of the "only"-upgrade can be risky). It could also add more strategic deepness into the game if one of the unit type counters the other while the second unit type counters other units (more clear when it comes to barracks that deploys swordsmen and spearmen; spearmen counters cavalry while swordsmen counter spearmen).

    2. When a building is built it (directly or after a short delay?) deploys a number of units (without extra cost). When some of these units die, you can recruit new ones to take their place (replacing dead units costs resources). It should be easy to see which buildings aren't used to their fullest capacity.

    3. After a while you can upgrade the "range"-building so that it can output a larger amount of units. Upgrading should be more profitable than building a new building.

    Note how this allows for many strategic decisions for the player. The player has to choose which unit the building should produce (or a less profitable "combination"), which is an important decision. The player can also build two buildings that each focuses on one unit. This construction would only be profitable when both buildings are at maximum level, but if a player has chosen to do this the reward must be noticeable if this construction is to be considered by the player.

    The centre works just the same but deploys workers instead. One advantage this offers compared to how it works now, is that it gets much clearer when you need to expand through building new civ centres.

    Other relevant ideas

    I also have many other ideas that is somewhat relevant to the main idea, and I'm going to post them here so that you can understand how I see the gameplay in its entirety. However, please bear in mind that these are not as well thought through as the main idea.

    • General ideas
      • Worker-units and fighting civilians (maybe only for self protection). The main reason is because the player should be able to take the strategic decision to either focus on warfare or economy. Also, an army should be stationed somewhere in neat squares, and not as a mess.
      • Somewhat larger scale. With larger maps and larger armies the game would not only be more epic, but also increase the importance of placing your armies wisely to cover the map better.
      • No shroud of darkness. It doesn't look good, to remove it by "scouting" isn't that fun, and, most importantly, the player must be able to plan how to expand already from the very start.
      • More exaggerated terrain features. Details in the terrain are in most cases annoying. It can also be hard to quickly see what importance a location has if it's to detailed and unexaggerated.
      • Being able to build all structures over the entire map (not restricted to a certain area). Sometimes it can be very technical to be restriced to a area

      [*]Resources

      • Is food as a resource really necessary when the amount of units you can recruit is fixed based on the number of your structures? It's also takes to much effort to gather food.
      • Shouldn't population as a resource also be removed by the same reason? It makes little sense to keep it and it would add unnecessary complexity. However, there must be some sort of houses simply because it looks better with them.
      • Metal should be harder to come by and be a bit more "special". Metal resources should be placed at crucial locations. When "starving" your enemy metal is the first resource to be depleted.
      • Better "numbers". The cost of structures should be reduced to make it easier for the player to count the resources and ultimately keep track of the economy. Instead of costing 100 wood, it could just as well cost 10 wood, which is easier to count with.
      • No mills. Centres should be the only dropsites. Units should however be able to carry more resources and walk faster while carrying them to compensate.

      [*]No towers. Towers can be abused, and instead almost all structures should be able to fire arrows (this is only to ensure that a real army can destroy a city).

      [*]Buildings should be "raidable". Melee infantry units should be able to raid buildings which makes them much more inefficient. repairing buildings, and especially raided structures, should cost resources.

    Implementation

    These numbers are just a rough approximation mainly to give an example of how it might be implemented:

    • Civic centre
      • Lvl 1: 10 workers
      • Lvl 2: 20 workers
      • Lvl 3: 30 workers
      • Lvl 4: 30 workers + 1 hero

      [*]Barracks

      • Spear-only
        • Lvl 1: 10 spearmen
        • Lvl 2: 20 spearmen
        • Lvl 3: 30 spearmen

        [*]Sword-only

        • Lvl 1: 10 swordsmen
        • Lvl 2: 20 swordsmen
        • Lvl 3: 30 swordsmen

        [*]Mix

        • Lvl 1: 4 spearmen + 4 swordsmen
        • Lvl 2: 8 spearmen + 8 swordsmen
        • Lvl 3: 13 spearmen + 13 swordsmen

      [*]Range

      • Skirmishers-only
        • Lvl 1: 10 skirmishers
        • Lvl 2: 20 skirmishers
        • Lvl 3: 30 skirmishers

        [*]Archers-only

        • Lvl 1: 10 archers
        • Lvl 2: 20 archers
        • Lvl 3: 30 archers

        [*]Mix

        • Lvl 1: 4 skirmishers + 4 archers
        • Lvl 2: 8 skirmishers + 8 archers
        • Lvl 3: 13 skirmishers + 13 archers

      [*]Stables

      • ...

      [*]Siege-workshop

      • ...

      [*]Fortress

      • ...

      [*]Dock

      • ...

      [*]...

    I personally believe that this would make the gameplay much more crisp. Building a structure would be a big decision with a clear consequence and would therefore be and important strategic decision. But if you build a structure and then are able to recruit an optional number of different units the decision to build that structure is just a trivial one. It would also be easier to balance the game when all these extra parameters are added.

    I'm aware of that this proposal is colossal and not easy to implement, but I believe in it and at least I just want to put it out there so that some inspiration might be drawn from it.

    So what do you think?

    I disagree and i see no point to implement such idea.

  6. I'm a scenario designer from Age of Mythology so you might recognise some ideas.

    Carthaginians

    - Tanit/Caelestis (War goddess and saint of the nurses): War bonus, healing bonus for priests

    - Ba'al (God of fertility and vegetation): Field and sheep bonus

    - Astarte (Goddess of war): Cavalry bonus and towerdefense bonus (night's watch, for she is the godess of the evening)

    Britons

    - Cernunnos (God of fertility and nature): Food bonus

    - Alaisiagae (War god): Military bonus

    - Andred (invoked by Boudica): Scouting bonus - possibility to summon Boudica in lategame

    - Belo (god of death): Inspires soldiers and citizen of lower social status.

    - Cocidius (god of hunting, forests, groves and wild fields): Hunt and wood cutting bonus

    - Conventina (goddess of springs and wells): grants food on a stable basis

    - Christianity

    Gauls

    - Abnoba (goddess of the black forest, goddess of hunting): Hunt bonus

    - Ancamna (goddess of Trier and warfare): Defensive and warfare bonus

    - Arduinna (goddess of the Ardennes): Hunt and gather bonus

    - Arvernus/Gebrinius (Mercury: intelligence, fertility): Farming bonus and cheaper building bonus

    - Iovantucarus (God of youth protection): Citizen and light infantry are cheaper

    - Intarabus/Narius (god of war and spears): Spearman bonus

    - Ritona (a goddess of nature often related with dogs and babies): War dog bonus

    - Vosegus (god of hunting): Ranged units bonus

    - Nehalennia (dutch celtic goddess of marine and storms): Ships bonus

    Athenians

    -

    -

    -

    Spartans

    -

    -

    -

    Macedonians

    -

    -

    -

    Iberians

    - Abellio (Aquitanian god of apple trees): Forage gathering bonus, wood cutting bonus

    - Cariocecus (Lusitanian god of war): sheeps bonus, cavalry bonus and priest bonus

    - Endovelicus (god of health and safety): healing bonus, grants resources, ability to summon a defenseguard unit.

    - Ataegina (goddess of fertility): Farming bonus

    - Bandua (goddess of rivers and streams): Ship bonus

    Persians

    - Zoroastrianism: Ahura Mazda (Illuminating Wisdom, divine light): Cavalry bonus, citizen and light infantry speed and hitpoints bonus.

    - Zoroastrianism: Angra Mainyu (Destructrive Spirit, devil): Ranged units bonus, death units return 10% of the resources they costed.

    - Judaïsm? (conquered Judea/Israel)

    - Shamash and Ishtar? (conquered Mesopotamia)

    - Ba'al (conquered Tyre/Phoenicia/Levant)

    Romans

    -

    -

    -

    Mauryans

    -

    -

    -

    Ptolmaeis

    -

    -

    -

    I hope people like this idea :)

    Do we need that?

  7. I was curious when i found some screenshot from Total War Center forum (don't is it original or not) when they show a screenshot where the Parthians charging the Roman line with heavy cavalry (namely "cataphracts"), war elephants and shock infantry armed with a Thureos shield and a battle axe. I want to believe Parthian Elite Cavalrymen dismount as shock troops but there's no record about dismounted Parthian Warrior, is there any reliable evidence that the Parthians fight on foot?

    XIHAQbh.jpg

  8. I'm curious about the Carthaginian Pikeman when i play as Carthage because i thought the Carthaginian infantry fought in Hellenic style but NOT Macedonian style. Is there any reliable source that prove that Carthaginian train their citizen into Phalanx Pikemen?

  9. Since we have such building, why don't the team create policy option for the Successor states so that player may choose a certain policy for certain situation. For example, a Ptolemaic player may choose a policy that favors foreign mercanaries and landholders as the staple of their fighting forces thus making native troops no longer available for the player and in return other foreign troops are available for player to recruit, on the other hand a player who favors native troops may found themselves being unable to recruit certain foreign mercenaries and they have to suffer a higher cost for other non native troops.

    • Like 1
  10. I'd like to suggest a new building, the Katoikia where player may build to expand territory with 50% less resources to construct and capable of training both civilians and military units. The Katoikia was a structure available only to the Ptolemies and the Seleucids, and it contains units like Klerouchoi Phalangites, Toxotes Kretikos and civilian units. The main objective of the Katoikia was to provide player an option to expand faster instead of building a typical town hall which require more resources to build while a fortress cannot collect natural resources but requires a certain level of urbanization to unlock it. Although the Katoikia was a good option as a territory expansion facility, it have it's flaw where it have a limited expansion space and lesser HP than a conventional Town Hall.

    • Like 1
  11. What about Phoenician military, how are you going to portray them? Are you going to portray them as Middle Eastern based infantry with chariot as the main arm and supported by mercenaries or an army based on Hellenic style citizen army with the support of foreign mercenaries and auxiliaries. As far as i know, Phoenician wasn't a military superpower but a collection of city states competing for their personal interest.

    • Like 1
  12. Hello guys, I've found some of these Nabataean related pictures from Europa Barbarorum: Novus Ordo Mundi. I hope it would be useful.

    thureo.png

    Thureophoroi

    macha.png

    Machairophoroi

    loncho.png

    Lonchophoroi

    khiar.png

    Parashîn Khiarîn (Arabian Noble Horsemen)

    RomeTW-BI2011-01-1216-51-02-76.jpg

    Qestûnarîn (Nabatean Elite Infantry)

    RomeTW-BI2011-01-1216-50-08-45.jpg

    Khavarîn (Nabatean Elite Cavalry)

    These are the pictures from EB II:

    arabianinfantrynabatean.png

    Muqrabê Lukhâta ["Warriors of the Spear”, North Arabian Spearmen]

    arabianinfantryswordand.png

    Muqrabîn ["Warriors", North Arabian Shortswordsmen]

    arabiancavalrynabataean.png

    Parashîn Qeshatîn [Nabataean Horse-Archers]

  13. I've been playing the Macedonians for several weeks ago and i discover that my Hypaspists transform themselves into Argyraspides when they reach a certain level of experience. Is it historically accurate or a means to balance the game?

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