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The Kingdom of Kush: A proper introduction [Illustrated]


Sundiata
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@balduin Both, actually. I'm collecting all the reference material right here on the thread, in an open-source manner, specifically so that me and everyone else can use it at their own leisure, for whatever project they want. When the research is finished, I will re-write the first post, to correct and incorporate all the relevant new material in a single, easy to read format. I plan on making a pdf version which is purely historical, can be easily shared, is easier on the eyes than this forum-format, and which can work as the backbone for a printed book. 

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  • 2 weeks later...

The Final Great Reference Post for Kushite Artefacts
Weapons, Gold, Silver, Bronze, Faience and Pottery

 

Throughout this thread, many posts discuss the extensive material legacy of Kush, housed in many museums and research institutions the world round. This final great post illustrates a range of not shared before artefacts.

The most valuable objects in terms of reference materials for 0AD are post-Meroitic Kushite or Noba weapons from the tombs of el Hobagi, the final stronghold of Meroitic culture after the fall of Meroë. So... apparently it seems that Kush, or at least Meroitic Kushite culture didn’t end with the fall of Meroë after the Axumite invasion(s) of 330AD, but seems to have sputtered on for more than a century. The weapons found in the burial tumuli (no more pyramids) are of the same type as the earlier Meroitic ones. Many other objects are also clearly of Meroitic origin/inspiration, and the last known Meroitic inscriptions come from these graves. Even the Meroitic word “Qore”, which means “King”, was found inscribed on a bronze bowl. Although it’s out of 0AD's time frame, these weapons are essentially just better preserved examples of the earlier Napatan and Meroitic versions we use in-game. 

 

Kushite Weapons, Gold, Silver, Bronze, Faience, Pottery and More:

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Kush in Popular Art

Oh boy, I've been looking forward to this post for a looong time... As the title suggests, this post showcases contemporary artworks on the subject of Kush. It can be seen as a large addendum to The Kingdom of Kush in Popular Culture. Not every image is 100% historically accurate (art rarely is), which is why I thought it was important to wrestle through the previous large reference posts, so that the historicity of these artworks can be more easily assessed (and understand how to improve on these concepts). It goes without saying that I focused on those pieces that actually have some value in terms of potential inspiration. 

@stanislas69, @wackyserious, @LordGood, @wowgetoffyourcellphone, this post might be of interest to you.

 

Kush in Popular Art:

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Edited by Sundiata
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  On 18/01/2018 at 9:34 PM, Servo said:

I wish I could build a base like that in 0Ad. I don’t care if houses and buildings are big and units are like ants as long as the sizes are real.

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I feel you... A sort of city-builder mode... People say this is an RTS and not a city-builder, but I think Pyrogenesis could theoretically handle it, and a lot of people dream of this kind of game (city-builder / civilisation management, with real-time combat). Maybe one day :) 

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  On 19/01/2018 at 8:41 AM, Sundiata said:

I feel you... A sort of city-builder mode... People say this is an RTS and not a city-builder, but I think Pyrogenesis could theoretically handle it, and a lot of people dream of this kind of game (city-builder / civilisation management, with real-time combat). Maybe one day :) 

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A city-builder mod is definitely doable. Would be even better if hard battalions were implemented.

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  On 19/01/2018 at 8:55 AM, wowgetoffyourcellphone said:

Would be even better if hard battalions were implemented.

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Yeah, recruiting single units should be reviewed.. Who in the world trains one guy at a time? Not armies, that's who. Armies train battalions/squads/platoons...

By the way, I think I figured out the problem causing barrack-spam, and people training 1 dude each from 20 different barracks at the same time, to take advantage of iffy game-mechanics. please, bear with me:

Currently training times for a basic citizen soldier, example:

  • 1 unit: 10 sec
  • 5 units: 30 sec
  • 10 units: 50 sec
  • 50 units: 2:30 min
  • 100 units: 4:11 min

I think this is wrong. Training more people shouldn't take more time, it should take less. Training 5 units in 30 sec, and 50 units in 2:30 min, is unnatural, and causes unnatural game-play. If you train more units at a time, you spend much less resources (like time) per unit trained. In the real world, training large batches of units in one time, from 1 facility, is much more time efficient than training 1 unit at a time from many facilities.

If recruitment time for larger batches would only increase nominally (a little extra for logistics), the ability to recruit large armies depends on your resources, and not on how many barracks you spam

I think it should be something like:

  • 1 unit: 10 sec
  • 5 units: 20 sec
  • 10 units: 30 sec
  • 50 units: 1 min
  • 100 units: 1:30 min

If you have the resources, why not? Thoughts?

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By the way, I think training times in general need to be increased, like

  • 1 unit: 30 sec
  • 5 units: 60 sec
  • 10 units: 1:30 min
  • 50 units: 3 min
  • 100 units: 4:30 min

Make people actually care about their soldiers. And please just add an eco-only unit/villagers (with 10 sec train time). I don't understand why this is so controversial?! It has nothing to do with anything. Just doesn't make any sense not to have them. It's weird...

  On 19/01/2018 at 9:52 AM, wowgetoffyourcellphone said:

Also, if battalions are implemented, training one battalion at a time makes sense. You get something like 24 dudes per battalion if you go by my old battalions proposal.

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Yeah, sounds really nice. But one question, why are hard battalions so important for you? What's the benefit of the hard? Just seems like an annoying limitation for people who are used to microing individual units. I suggest you start out without battalions (unorganised hordes, like now). Then you research your battalion-tech and now have access to battalions and all their glorious benefits (you're army evolves). It would make you really appreciate battalions, and the ability to micro individual units wouldn't be hampered if you want to. I think the best way to get a battalion system accepted by the community is if you retain the same flexibility you have right now, with the addition of battalions. An integrated solution, rather than a complete overhaul. Fixing formations will also help battalion systems greatly. 

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  On 19/01/2018 at 10:15 AM, Sundiata said:

But one question, why are hard battalions so important for you? Just seems like an annoying limitation for people who are used to microing individual units.

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Because I don't want to micro individual units in the middle of a battle. :) I'd rather micro: charges, formations, facing, flanking, stances, etc.

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  On 19/01/2018 at 10:17 AM, wowgetoffyourcellphone said:

Because I don't want to micro individual units in the middle of a battle. :) I'd rather micro: charges, formations, facing, flanking, stances, etc.

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Me too... But most RTS-players are used to micro individual units. It's been an RTS staple for a very long time and I don't think a lot of people are willing to give that up entirely. How would scout units work? Surely you'd want to micro them. A lot of people like to use single units like an organic outpost. How about women/villagers/eco-units? Spies? traders? priests? I'd love the ability to compose my battalions unit by unit. replacing, adding, removing individual and/or unique units. Just the freedom to play it the way you want: highly organised Hellenic phalanx vs marauding hordes of barbarians. Celts, Iberians, Britons would look a little unnatural if they're all in highly organised Mediterranean style battalions. how would you implement these informal formations? I'd die for a battalion system, I'd just like it to be super-flexible. 

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  On 19/01/2018 at 10:15 AM, Sundiata said:

By the way, I think training times in general need to be increased, like

  • 1 unit: 30 sec
  • 5 units: 60 sec
  • 10 units: 1:30 min
  • 50 units: 3 min
  • 100 units: 4:30 min
Expand  

That's very easy to do yourself. Just create mod containing a tiny file such as:

{
  "affects": ["Structure", "Unit"],
  "autoResearch": true,
  "genericName": "Global Multipliers",
  "icon": "imperial_phase.png",
  "modifications": [
    {"value": "Cost/BuildTime",                     "multiply":  3.0, "affects": "Unit"     },
    {"value": "ProductionQueue/BatchTimeModifier",  "add":      -0.2, "affects": "Structure"}
  ]
}

That should work (and be compatible with any mod or game version).

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  On 19/01/2018 at 12:13 PM, Sundiata said:

Well, that's relative... :whistling:

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Here you go: https://wildfiregames.com/forum/index.php?/topic/23904-global-multipliers/

  On 19/01/2018 at 12:13 PM, Sundiata said:

I was more interested in your opinions on how it affects gameplay though. Size and training time of armies being determined by resources and not barrack spam.

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Actually I think the game is too fast paced and it won't hurt if unit training times were increased (which I have done in 0abc). Lowering the batch time multiplier (i.e. making it more effective) is something I don't like, because it favours the rich and powerful (who are already at an advantage), thus making the game more unbalanced.

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  On 19/01/2018 at 2:29 PM, Sundiata said:

It's pretty historical though :P  

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Is it? Small Athens and Sparta defeated the massive Persian Empire on several occassions. The large Seleucid Empire avoided pitched battles against lesser opponents, because they could not afford to lose a section of their hard-to-replace army. The Roman Empire with a population of possibly a hundred million was overrun by Germanic tribes numbering rarely more than tens of thousands. The Mongols conquered the very rich, powerful, and vastly more populous Khwarezmian (Persia) and Song (China) empires. Et cetera.

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DE an 0abc have good farm system which could limit food production. My issue of the game is that it’s so easy to produce armies. The reason is easy to gather resources too. Pros even abuse building 2-3 dropsites on stone and metals. Then once resources are available they build multiple barracks and spam units like crazy.

If 0ad started as trying to clone AoE the mechanics should have been maintained except that soldiers can gather. Soldiers can be trained only on military structures. Instead of training military units from CC it could have been specialist or skilled workers. This way the military unit production is more delayed. If soldiers are not allowed to gather they can be disbanded to become regular workers. 

Sorry to hijack your thread man. I just hope they will include the kushites in the next Alpha. The structures are really nice and one having the best size proportions. If there are eye candy grass, trees etc the base will not become very dul looking. The units are awesome too!

 

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  On 19/01/2018 at 10:33 AM, Sundiata said:

Me too... But most RTS-players are used to micro individual units. It's been an RTS staple for a very long time and I don't think a lot of people are willing to give that up entirely. How would scout units work? Surely you'd want to micro them. A lot of people like to use single units like an organic outpost. How about women/villagers/eco-units? Spies? traders? priests? I'd love the ability to compose my battalions unit by unit. replacing, adding, removing individual and/or unique units. Just the freedom to play it the way you want: highly organised Hellenic phalanx vs marauding hordes of barbarians. Celts, Iberians, Britons would look a little unnatural if they're all in highly organised Mediterranean style battalions. how would you implement these informal formations? I'd die for a battalion system, I'd just like it to be super-flexible. 

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No offense but I've answered alllllll of this before ad nauseam. :)

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  On 19/01/2018 at 6:49 PM, wowgetoffyourcellphone said:

No offense but I've answered alllllll of this before ad nauseam. :)

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None taken! I realised this while typing... I'll read up on your proposals a little more when I have time. 

 

  On 19/01/2018 at 7:09 PM, av93 said:

What it's lacking for finishing the civs in the differents mods?

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For Kushites, it's mostly art stuff and indigenous names. Some special props would be nice (sitting lion statues, Ram statue on pedestal, the large simple type reddish Meroitic pottery). Other than that I think it's mostly tooling around to find the right combination of things/balancing stuff, other things I know little about.

For other civs, I think Han Chinese are basically finished (correct me if I'm wrong). I think Xiongnu are playable, but don't know exactly what still needs doing. 

 

@Servo I agree with all of that ;) 

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