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Regarding fields and storage facilities


Eilat
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DE has a lot of features and mechanics like this "Civic space aura" that I find very interesting, and I like it more every day.
Some of them I’d love to see in vanilla, or at least in a single-player or campaign context.

Edited by guerringuerrin
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34 minutes ago, Grautvornix said:

But.. roads need to be built and this will require a (flat) building you can walk on and follow - an issue for pathfinder, I believe.

I guess things could be introduced and for the time being not really work with pathfinding, but still be useful. Roads could work in such a way that if right clicked consecutively on different points (with Shift modifier pressed) then in those parts of the travel the selected units would follow the road and have pathfinding deactivated, which would activate when off-road again.

 

5 minutes ago, guerringuerrin said:

DE has a lot of features and mechanics like this "Civic space aura" that I find very interesting, and I like it more every day.

This adds a lot of interesting complexity, reminds me of Caesar III, where gardens and similar would make the area desirable, but other buildings would have the opposite effect (I guess most city-building games work similarly, but haven’t tried many). For example, beyond CC effects, most buildings could have a negative effect on agricultural yield, save the Farmstead, which could have the opposite effect (food storage places took into account many things for better food preservation), while dropsites could have an effect on unit production times (these activities are usually best kept away from population centers), among many other possible effects (Temples already heal, and Libraries improving research times was mentioned). Terrain could have effects not only on Fields but the Corral, with plains or mountains being better for cows and goats, respectively, or even fish if near a body of water (there are fish corrals, although they are structures on water). In fact, I’ve thought Britons could train their dogs there, having a dedicated Kennel just for that seems too much (and I doubt they had such a thing in the first place).

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12 hours ago, Thalatta said:

This adds a lot of interesting complexity, reminds me of Caesar III, where gardens and similar would make the area desirable, but other buildings would have the opposite effect (I guess most city-building games work similarly, but haven’t tried many).

I suggest to check this mod by @azayrahmadwhich has many such features.

 

 

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4 minutes ago, Outis said:

I suggest to check this mod by @azayrahmadwhich has many such features.

There are many quite interesting things there, like mixed effects that do make sense: "Market: -1 population cap within 20 m, +2 population cap within 60 m".

 

And of course it's funny to see the exact same observations being made over and over again:

On 08/08/2019 at 12:54 AM, azayrahmad said:

Civic center surrounded by farms, houses built in countryside as walls; these are strategically viable but not realistic nor historically accurate. This mod attempts to bring realism of city planning to 0AD

 

Then the mod adds lots of things (some of which don't make much sense to me), but my view is that vanilla should add the minimum necessary to make city layouts make some historical sense, and stop making some structures basically useless (palisades and walls), which should be achievable with a few intuitive auras.

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  • 1 month later...
On 21/04/2026 at 4:23 AM, Eilat said:

Should the construction of fields right next to the civic center be reconsidered? I know it's intended to utilize the civic center as storage, but it looks rather unsightly. Also, what if the storage actually contains resources - the amount workers collect and load into it—and it could be looted?

It could change in the second phase. As I understand it, the first phase is a rural settlement.

 

---These ideas are already in DE.---

1. Land Use and ZoningIn antiquity, land near the city center was highly valuable. The game could reflect this through strict building zones:

 

Central Urban Zone: The area immediately surrounding the Civic Center would only allow houses, temples, markets, blacksmiths, and government structures.

Farming Restrictions: The game would completely block players from placing large crop fields inside the city's central radius.

What existed were family gardens in the houses.

 

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On 04/05/2026 at 3:34 PM, Thalatta said:

.

 

This adds a lot of interesting complexity, reminds me of Caesar III, where gardens and similar would make the area desirable, but other buildings would have the opposite effect (I guess most city-building games work similarly, but haven’t tried many).

Caesar III is a city builder add more layers of complexity.

It doesn't mean that I don't close myself off to these ideas. But those ideas don't come alone.

 

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