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Yekaterina

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Posts posted by Yekaterina

  1.  

    In this analysis I will list out the strengths and weaknesses of each civilisation (based on my opinion). Each strength and weakness will be weighed and given a score. Each civ will have a total score for both Mainland and navy. However, this is only theoretical and things will vary in actual battles; with an appropriate strategy and adequate skills the lowest scoring civ has a significant chance of defeating the highest scoring civ. Skill and strategy matter more than which civ you play as! The weightings are based on my personal preference and I am open to suggestions. I am not taking team bonus into account yet.

     

    Civilisation

    Total score (Mainland)

    Naval strength

    Athens

    1.5

    3

    Britons

    2.5

    1

    Carthage

    5.5

    4

    Gaul

    2.5

    1

    Iberia (Lusitano)

    3.5

    2.5

    Kush

    5.5

    1

    Maurya

    6

    1

    Macedon

    2

    1

    Persia (Achaemenids)

    4

    2.5

    Ptolemies (Egypt)

    4

    4

    Romans (Generic)

    2

    3

    Seleucid

    4.5

    3

    Spartan

    1

    1

     

     

    Mauryans:

    Strengths:

    Worker elephant helps with boom (+2)

    Archer civ - spam infantry archers and spearmen to protect the archers. There is also a champion archer (maiden guard). By the way ‘Visha Kanya’ means poison girl, they were not soldiers but more assassins or espionage agents. (+2)

    Asian elephants and archer elephant - new strategy. (+2)

    Sword cav + champion sword-woman = good defence against siege (+2)

     

    Weaknesses:

    Poor quality houses - need designated house builders and worker elephants can no longer build. (-0.5)

    Difficult to manage for new players - need to manoeuvre worker elephant. (-1)

    Rubbish heroes (-0.5)

     

    Kushites

     

    Strengths:

    Free Priest - can be used for scouting and healing wounded units in a rush - makes them better at rushing and better at defending against rushes. (+1.5)

    Quite fast boom (+0.5)

    Mercenary camps can be built in neutral territory - allows for sneaky strategies and diversification of army composition (+2)

    Temple guards (champ swordmen) can be trained from temples - allows for spamming (+1)

    Assyrian rams (does more damage than other rams) (+0.5)

    Diverse infantry (+1)

     

    Weaknesses:

    African war elephant (+0.5)

    Require a lot of metal if going for mercenaries or champ spam. (-1.5)

    Not sure why there is a mercenary javelin camel that has the exact same combat stats as a regular javelin cav (0)

     

    Achaemenid Persians:

     

    Strengths

    Kurush is a very good hero who can train immortals - use immortals as front line attack (+1)

    Asian elephants (+1)

    Diverse cavalry: Parthian archer cavalry combined with sword cav is strong. Also has 2 champion cavs. (+2.5)

    Assyrian rams - more damage (+0.5)

    Triremes can train marine cavalry (+1.5 navy)

    Weaknesses:

    Slow boom, vulnerable in early game (-1)

     

    Carthage:

     

    Strengths:

    Still a very good naval force (+3 naval)

    Good variety of siege: lithobolos, oxybeles, rams, elephant (+2)

    Diverse army from embassies (now you can build 3 of them!). (+1.5)

    Sacred band is very powerful (+1)

    Strong wall (+0.5)

    Spam archers and spears then outflank with melee cav. (+1)

     

    Weaknesses:

    African elephant (+0.5)

    Needs metal for mercenaries (-2)

    Slow boom (-1)

     

    Ptolemies:

     

    Strengths:

    Cheap buildings - saves wood - faster boom. Compared to A23 they are more durable and can be built faster. (+3)

    Extremely fast boom with slings and house spam (+1)

    Archer camels + pikes in syntagma formation is strong once in substantial numbers. This does not require any metal! (+1)

    Pikemen boosted by hero. Pikemen also rush resistant. (+1)

    Diverse mercenary available (+1)

    Diverse siege  (+1)

    Overpowered in naval maps: lighthouse, Tessarakonteres, quinqueremes (+3 naval)

     

    Weakness:

    African elephants (+0.5)

    Pikemen and mass camels are slow to manoeuvre. (-1)

    Need designated house builders - slightly reduces workforce in early stage (-1)

    Anti-ram depends on elephant and mercenaries (-1.5)

    Dependency on mining (-1)

     

    Seleucids:

    Strengths:

    Asian heavily armoured war elephants with Seleucus Nikator (elephant champ) (+2)

    Decent siege (+0.5)

    Strong melee spam (+1)

    Mercenary swordsman runs  faster than average (+0.5)

    Navy is still above average (+1.5 naval)

    Rapid expansion (+1)

    Strong cavalry: cataphract, Dahae horse archer, archer chariot (+1.5)

     

    Weaknesses:

    Mercenary archer + swords can only be trained from colony (-2)

     

    Note that Seleucids need a lot of food.

     

    Iberians:

    Strengths:

    Very strong defence, needless to say (+3)

    Strong melee infantry (+1)

    Fire javelin cav is strong against siege and buildings (+1.5)

    Fire ship is extremely irritating to opponents (+1.5 naval)

     

    Weakness:

    Slow boom (-1)

    No long range units - weak against archers protected by fort or pikes in field combat (-1)

     

     

    Athens:

    Strengths:

    Decent siege (+1)

    Sword cav brutality (+0.5)

    Scythian archers = 2 regular archers combined. Also gym allows champion spam (+1)

    Significant naval bonuses (+2 naval)

     

    Weakness:

    Requires a lot of mining - soldiers are working on mines instead of fighting (-1)

     

    Britons:

    Strengths:

    Celtic brutality. Sword cav + spam slings/spears (+1.5)

    Buildings cost only wood - saves stone (+1)

    Free war dog (+1)

     

    Weaknesses:

    Lack of diversity (-0.5)

    Removed bonus - slower boom

    Poor quality buildings (-0.5)

     

    Gauls:

    Same as Britons except no free war dog

    Naked fanatics not very useful because requires phase 2

     

    Macedon:

    Full range of siege (+1)

    Champion crossbowmen are cheap, mobile options waiting to be developed

    Now has sword champ - has anti siege

    Companion cavalry and champion spears are decent (+1)

     

    Weaknesses:

    Mercenary

    Siege workshop does not stand out

     

     

    Romans:

    Still good siege options (+1)

    Hit and run cav (consular bodyguards effectively counter archers) (+1)

    Nerfed entrenched camp but can still sneak attack (+0.5)

    Good at defending

    Superior rams (+0.5)

    Navy is still strong (+2 navy)

     

    Weakness:

    No long range units (-1)

     

    Spartan:

    Strength:

    Strong infantry, especially hoplites and Skiritai  (+3)

     

    Weakness:

    Weak cavalry (-0.5)

    Extreme reliance on metal (-1)

    No long range unit, but can counter with spearmen meat shield and champion hoplite (-0.5)

     

    • Like 2
    • Thanks 1
  2. Shall we make posters of 0AD and post them on Instagram and other social media platforms? This should gain us some recognition and attract more players?

    I can start spamming Instagram with 0AD content and I will tell my friends to do the same as well. 

    I also think it would be a good idea to make a 0AD group chat on Instagram and Discord (or snapchat etc) for players who use them?

    • Like 3
  3. Alexander the Molossian was the founder of Epirotes and rebuilt Molossian tribe, therefore we can give him some eco bonus. He also fought bravely against the Lucanians so we can also give him an attack bonus. 

    Aura: Champions + 10% attack

    Hero Bonus: All workers gather 20% faster

    Special tech: more territory influence?

    • Thanks 1
  4. image.png.17e34f90f557eaa8205c364601c48a42.png

     

     

    Based on this I think we can give Alexander II some bonuses to do with recovery in desperate situations and healing. Perhaps something like units within 60 meters of him gain 2 hp per second and women can build 30% faster (useful if your cc is knocked down).  

     

     

    • Thanks 1
  5. On 30/01/2021 at 8:08 PM, borg- said:

    Mercenaries were hired to fight, so cant get res add more realism and seems like a "new units".

    I am afraid I don't quite agree with this. Mercenaries did work and did help set up military camps and gather some resources in reality. Even though their main job is to fight, you hired them to work for you, therefore the commander had the authority to order them to gather resources as a form of contribution to war effort. 

    However, since they are mercenaries, we can nerf their gathering rate to 0.1 so that no one would ever use them to gather resources for booming, but also allow extremely resource-deprived players to survive in a difficult situation.  

    • Like 1
  6. 2 hours ago, Player of 0AD said:

    But I agree that the metal distribution is problematic! Sometimes one player has all the extra metal and the other player none.

     

    4 hours ago, Alar1k said:

    I'd say in most cases maps are more problematic with the way resources are distributed than the price of the mercenaries/techs

     

    This is exactly why I made the custom map proposals section. Please edit your ideal maps and post them there! I want to see what you guys want for competitive maps. 

     

    • Like 1
  7. The Xiongnu did eventually manage to set up a naval force to invade Japan by capturing Chinese docks, ships and engineers. Therefore, we can give them a 'mercenary dock' and a 'mercenary warship' and it would still be historically accurate. But, this warship must not be too strong and it must cost a lot of metal because it is mercenary. 

    • Thanks 2
  8. 4 hours ago, yorks_lad said:

    I saw one of the javelineers killed so I left them at it thinking the Trireme would win. About a game minute later I went back - no Trireme.

    Hmm I would recommend you to garrison your triremes with some cav and infantry before sending them across, as garrisoning will increase the number of arrows fired per second. The maximum projectile limit is 13 so you can put in about 10 soldiers in each ship to boost your firepower. You enemy definitely garrisoned his ships and researched pierce armour tech. 

  9. Further translations: 

    trakiyski = Thracian

    telokhranitel = bodyguard

    odriskiyam = Odrysian

    dinast = dynasty

    tezhkov'or'zhen = heavily armed (тежко въоръжен)

    konen = horse

    lyekov'or'zhen = lightly armed (лековъоръжен)

    Not sure about 'sitalk', but looks close to stalker or collide

    Therefore the first one might be "Skirmisher of Odrysian dynasty" 

    Second one might be "Thracian lightly armed cavalry"

    Third one is "Thracian heavily armoured bodyguard cavalry"

     

    • Like 2
  10. No idea what those stuff meant but I think a mercenary jav cav + sword cav + mace cav would be solid options for cavalry.

    We can also experiment with the concept of a slinger cavalry, although I am not sure if those ever existed. 

    For infantry I would recommend just the typical spear, peltast, sword and sling. We can try a mace infantry as well to counter the Kushites and Mauryans. 

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