maps with random player placement use a clustering algorithm to divide spawning position between teams, so, if you make yourself a lot of enemy AIs in one team, you will not spawn in the middle of them, but on one side.
make it a small map and you will have the chance to start immediately to harass and dominate the neighboring AIs while also having to prepare for attacks from further AIs.
This will make for a game full of action.
actually, 0ad has docks. You should look how those work and if their behavior can be replicated.
In general, I would think most if not all of these mechanics would require adding JS components to the game or at least editing them. What we have is less flexible than you may think.
Also, adding buttons is no joke either. Unfortunately, it's a completely independent programming task.
I whish we had better tutorials for this stuff, honestly I couldn't even start by creating a new dummy component without asking here for a reproducible example.
may I suggest that this problem is patched by using a proper market maker algorithm in the game instead of one that's improvised? constant product is one that immediately jumps to my mind, that is actually applied in solutions with real money involved.
don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.
so maybe there were about two olympic champions in the spartan army who served as elite soldiers, while hippeis were an established elite contingent. name should be changed already.
if someone needs it, I have a dateaset of some (many, can't recall now) thousands of results from rated 1v1.
I'd also add to the problems with integrating the old rating system that it's a particular custom version of elo, which makes very little sense to me and, while similar to elo in the results, it's very different in implementation, so I wouldn't know how to touch it.
some time ago, there was consensus that major reasons for lag - especially during big fights - were javascript attack/die routines and c++ proximity search. In particular, I remember the latter was a very simple function and a relatively low hanging optimization opportunity.
just change captured buildings behavior. I swear, the biggest obstacle I can see to 0ad progression is bogus features that won't ever get corrected because some random dev likes them in spite of all reason.
shooting wall joints were canceled because they didn't have any positioning restriction and this made it possible to cram a lot of firepower in a small space. this is what I remember.