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Everything posted by AIEND
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Isn't barley a staple food? Are you talking about metal utensils?
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What's in Spain? Also I was thinking maybe I should give the vineyard to the Celts. And the Persians should have Date palm.
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suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
Those people think that there are too many gold mines because there are too few uses for metal now. Once soldiers need to consume a lot of metal, they will want to have 100 gold mines on the map. -
Every civilization should have a kind of plantation, a factory and a small family textile industry. The Greeks, for example, were olive groves, pottery factories, and linen. The Chinese are tea gardens, lacquerware factories and silk and satin. Indians are spice gardens, pottery factories and cotton cloth. The Persians are vineyards, blanket factories and woolen fabrics.
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In general, this is not just a change in the appearance of the mine, but a change in the resource mechanism.
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Some civilizations can be leather or lacquer factories, depending on the faction, special names and models. But they are all generic buildings, the generic name is the factory, which does not require workers but occupies the population.
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If people haven't tried it, they don't know if it's good or bad, maybe it should be in the mod first.
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This is actually the inspiration provided by AoE 3, but the cash crops there are tobacco, tea, cotton and coffee (in fact, there can also be poppy). In addition to silk, Han Dynasty China also produced lacquerware (porcelain was not very advanced at that time).
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These new mining farm models are really good. In addition, AoE3 DE will distinguish gold mines, silver mines and copper mines. I think if we introduce models, we should allow different types of mines to provide different mining efficiencies. For example, gold mines can be mined faster, but their reserves are lower. Copper mines are the opposite.
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suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
Worker Elephant allows workers to easily "guerrilla mining" on the map, and it is difficult for the enemy to even find out which gold mine you used to mine. In addition, I think the biggest significance of Worker Elephant is that P1 can hunt everywhere, and you can at least save the 300 wood cost of 3 granaries. -
I'm not in favor of separating currency and metal. Maybe Europeans and Americans think that iron and copper are very different from gold and silver, but Chinese people don't think so. Copper is a precious metal for China. We use copper to make coins. When copper is not enough, we also use iron to cast money. I'm more concerned with joining some factories, cottage industries or plantations to get the metal, like vineyards, pottery factories, Small family textile industry. Plantations can be like farmland for farmers to plant. And the pottery factory can produce a metal trickle, but it takes up the population. Small family textile industry can get metal trickle down to every dwelling, but will reduce the population support that every dwelling provides.
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suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
First, we want to make warehouses buildable in neutral areas, as a result mining camps are usually not CC protected. And each small gold mine is limited to 5~10 people. Players need to distribute workers in several unprotected mining camps. Attacking enemy gold mines and finding those gold mines that are not easy to be found by the enemy will become a interesting thing. -
I think it is necessary to distinguish between quarries and gold mines, because one of them is open-pit mining, and the other is collected in a closed environment under the mine. The latter can protect the miners to a certain extent. For example, in The Golden Horde, the workers are stationed in In mines, workers cannot be harmed unless you destroy the mine.
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suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
I think we can make a transition first, mainly by having more gold mines on the map, more spread out, with larger total reserves, but less per gold mine. -
suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
I've seen these posts and your idea is a bit like a combination of Rise of Nations and Age of Empires 3 and The Golden Horde. -
suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
That can also be food and wood,I think javelineer is also Trash units. -
Two-Gendered Citizens Mod (Please Test!)
AIEND replied to wowgetoffyourcellphone's topic in Game Modification
If soldiers can add the ability to build siege weapons in the wild, then theoretically they can add the ability to build rafts and sampans near water. -
suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
My point is Melee infantry: more food + less metal. Cavalry: More food + more metal. Javelin: Less food + less wood + less metal. Slinger: Less food + less stone. Archer: Less food + more metal. I feel that the current large gold mines and quarries should be replaced by small and fragmented gold mines and quarries. -
suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
You think that the economy of the Iberians is protected by the city wall, so they can continue to produce food to supply the cavalry without fear of attack. In fact, as long as the cavalry is added with more metal costs, this "economic security" of the Iberians can be broken. ”, because no player will use walls to surround gold mines on the map. -
Two-Gendered Citizens Mod (Please Test!)
AIEND replied to wowgetoffyourcellphone's topic in Game Modification
Ancient soldiers usually carried logging axes. In addition to manufacturing siege machines on site, building barracks, building watchtowers, building bridges, and making rafts also required wood from nearby woods. I don't know if the future Alpha will allow soldiers to build battering rams and siege towers on the front line. -
suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
The problem is that metal resources don't work, most games solve this problem by making soldiers consume metal, and gold mines outside the initial base are easily harassed. -
Two-Gendered Citizens Mod (Please Test!)
AIEND replied to wowgetoffyourcellphone's topic in Game Modification
It's also embarrassing to accidentally hit prey in battle. I still want the soldiers to keep the ability to log, because the woods are usually farther from the CC and not very safe. -
Two-Gendered Citizens Mod (Please Test!)
AIEND replied to wowgetoffyourcellphone's topic in Game Modification
If we decouple the soldiers from the main labor, it means that the cost of these soldiers is easier to adjust. Different types of soldiers can require different types and quantities of resources according to their strength and use. For example, we can enhance the archer and improve the Its food cost, added to the metal cost, allows a group of archers to be evenly matched with javelinmen with the same amount of resources but a larger number. -
In addition to Human, is it enough to add Structure, Siege, and Ship?
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I want to add javelins and bows to civilians, but want ranged attacks to only target wild animals, what tag do I need to add to the RestrictedClasses line to achieve this?