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LienRag

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  1. Or understaffed. Quick raids against an unprepared enemy are fun and strategic.
  2. Should improve productivity of farms that are next to water...
  3. Well, that depends where exactly you invest your little bit of meat...
  4. Well, in the roman army and in the Greek hoplite armies, the sources seem to say that line-to-column formation was a simple 90° turn, as the back-to-front spacing for marching was the one from one man to his fellow on the left in standard formation. Also, in greek and macedonian armies, standard order to synapismos was just the second rank advancing into the space left in the first rank; and reverse for synapismos to standard order : the (former) first rank moves one step forward while the (former) second rank stays in place. And in Astérix Légionnaire, we see the Roman army doing the quinconce and testudo formation, but I reckon that it's a less historical source (though the authors did research well what was known at their time about the Gauls and the Romans, they used their knowledge for comic effect, not for realism)...
  5. From my experience, yes, and they do it very awkwardly, especially in combat. My take is that inside the same formation "branch" those movements should be smoother and not imperil the formation's coherence. Changing from one formation "branch" to the other should be done outside combat (in the preparation phase) and if done too late, should indeed bring catastrophe to the army doing that, as was historically the case. But movements from one formation to another one in the same "branch" is exactly what the soldiers were trained to do in combat, so should not expose them too much to enemy action.
  6. Yes, I know. But having one Civ getting the tech to incorporate conquered enemies (and consequently being able to recruite enemy units type in the conquered barracks/stables/ambassies/whatever) would be interesting imho.
  7. Shouldn't one Civ get the ability to recruit enemy units once they conquer their town center ? Wasn't it more or less what Alexander did during his conquest ?
  8. Thing is, if you just need to build more wells, then it's just another resource to manage, there's no real tactical implications, so it's basically boring. And if water is a more clearcut constraint (like it was historically) then game balance is quite hard to achieve...
  9. That's indeed a good idea. The rest of your proposal isn't enough, though. One thing that could also change the gameplay in an interesting manner is technology : let's say that once you control the province with the Temple of Artemis, then you begin all your tactical battles with "Fertility Festival" already researched - that's something that would provide for quite different strategies. Even if you only got it already researched in nearby provinces and get it for half-price elsewhere, by the way. Maybe you could also start the game with one Relic if you hold the province that holds it - beginning with Brutus or with Bindusra do indeed play differently.
  10. Yeah, that's the way you do it, and I like the resource name. Thing is, 0ad is already repetitive enough as it is, if there's to be a Strategic campaign it would need each tactical battle to be interesting and somehow different. So more work and imagination is required for building a good "initial conditions depending on strategic map" part. In maps with scarce wood (and minimum starting resources), one free Storehouse is interesting and changes gameplay, but otherwise it's "meh". Apart from a free harbor, or maybe some fortifications (if there's going to be early battles), or maybe a few cavalry for early enemy disruption, there's not much that I can think of that would really make things different enough...
  11. Thanks, I understand. I played Shogun : Total War for a while and yes I loved the concept. I believe that it's a bit complicated to do it right in a RTS where you can build armies in the skirmish map rather than on the strategic maps. I didn't really like Age of Kings campaigns, for example, they're more "farming" that actually strategic or tactical. Maybe with time limits (not hard ones, but for example the sooner you finish, the more troops you can take with you to the next map), or if you know in advance how scarce resources will be on the future Skirmish maps, or even better if keeping untouched resources on a Skirmish map will provide for strategic resources afterward ?
  12. Could you explain what you mean by a Strategic Campaign ?
  13. The idea is clearly fitting, but I haven't seen any proposed implementation that seems to do the job... I may try Al-Mansour's mod as I don't understand his explanations so far, but I'm not really convinced from what I've read.
  14. So, like in Age of Empire ? Where it actually served no gameplay purpose ? One way that could be interesting strategically is if farms could not be regrown on the same location after they wither (the soil being exhausted). But that's not easy to balance on so many different maps...
  15. How so ? If units don't see their back, it means that the player has to make them constantly turn around so they don't miss anything. A real recipe for micromanagement disaster in my book...
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