Lion.Kanzen Posted March 30, 2017 Report Share Posted March 30, 2017 Can citizen level experience but in economic matters? can go militia if they are in numbers of 5-12.( men only) . Slaves must have a ability to work faster losing his vitality. The icon of a whip. If are too much inactive(idle) can be turn in to Gaia ( outside territory. Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted April 1, 2017 Report Share Posted April 1, 2017 On 30.3.2017 at 7:25 AM, wowgetoffyourcellphone said: I'm going to stick to my proposal of: Slave - pure econ, very slowly dies when gathering, perhaps has male and female versions with slightly different roles Citizen - who can muster into militia when called; has aura that boosts slave gathering, aka "Slave Ownership"; who is the primary builder unit Citizen-Solders - these are your cheap barracks military units that you use to mass for attacks or defense, who also boost slave gathering rates because they are citizens with the "Slave Ownership" aura; who can build military buildings, but do not gather; who are trained as battalions Champions - trained in battalions from fortress or special buildings; your professional soldiers; can upgrade each battalion individually with cool units to boost their battalion effectiveness or boost nearby citizen soldier battalions; limited training in some way, either hard limit or some sort of soft limit. Heroes - some, usually fighters like Leonidas or Scipio Africanus, are trained in battalions, while others, like Chanakya for example, are trained as singles; number of auras is reduced and/or rebalanced. Actually, this layout is good. Units have clear roles, economic and fighting units are separated from each other. Would support that for sure. 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 1, 2017 Report Share Posted April 1, 2017 In in general even me forgets the Iberians and Britons. They are more servants and rarely have slave, contrary to Spartan Ilotes. What about his guys I think in all cultures even today exist, they can work with he other giving extra aura. -------- in my design militia must be the first only military with the scout in phase 1. unit the citizen soldiers appears later in early phase 2 in the barracks etc etc. The third soldier to appears are specialist( troops are elite or have special design) this appears with support advanc d units, priest etc. So the champion and siege Warfare and saving for the last the Hero. That's the pecking order. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 1, 2017 Report Share Posted April 1, 2017 @Lion.Kanzen, in my design, the Citizens are your militia, who are called to arms with a town bell at the civic center, storehouse, and farmstead. They have a muster time --reduced via techs-- and then they can fight back against attackers or raiders. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 1, 2017 Report Share Posted April 1, 2017 (edited) 41 minutes ago, wowgetoffyourcellphone said: @Lion.Kanzen, in my design, the Citizens are your militia, who are called to arms with a town bell at the civic center, storehouse, and farmstead. They have a muster time --reduced via techs-- and then they can fight back against attackers or raiders. How many alerts have the bell in that design the current is 2. can work like AoE 3 Milicians? Edited April 1, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 1, 2017 Report Share Posted April 1, 2017 Just now, Lion.Kanzen said: How many alerts have the bell in that design the current is 2. Throw away the current implementation. What I'm talking about is a different implementation. Quote Link to comment Share on other sites More sharing options...
Servo Posted April 5, 2017 Report Share Posted April 5, 2017 Lol now clamoring for more real things. The game is beautiful but have more chance of making it more pretty if the developers focus on single player or fun mechanics. - produce slaves? No. Capture enemies and make them slaves. If it's easy to program that with low HP an enemy unit can be captured then make him/her slave. Not only can monk convert units but units having at least 75% HP should be able to capture. Captured units should be healed at least 75% before it can work. Any units below 50% HP should not be allowed to work. darn I don't even want to work in Monday's after playing 0AD up to 11:00 pm. - citizen soldier? No. Make a militia upgrade on every unit at a cost and make him fight with more abilities. Women can become fighters too but handicapped. Make promotions not too easy. A unit kills more promotions, hits or hack should not make too much effect on promotions. - Champions? Yes but must come from highest level of unit promoted and should cost resources and must enter a required building. Training of champions can be allowed but with much higher cost. IMO champions can come from an experienced unit or trained but shouldn't be easy to produce. Their HP or abilities should be close to the Hero but not 1500! I guess Hero HP is too much! Mounted units shouldn't be produced if there's no horse. Hero should be allowed to mount man! - Barracks train units only in batches or battalions and units are promoted. Any unmounted units having sufficient fighting level can be upgraded by entering a Barracks. - Stable please but must have horses either caught or breed! A mounted unit can become a champion too. imo Champion units are like Lords or Counts etc. They maybe fighting alongside but not battalion like. Either they command armies or mercenaries or Raiders. - Making another CIvic Center? No. When you produce a champion you are allowed to build an estate, develop into town or city with more buildings built around it. Start with little border expansion and progress to more if it is upgraded to town or city. Cannot be built outside territory. - dropsites or any economic building must be preceded by a house or two nearby if too far from CC. Economic carts should be available if dropsites should not be allowed to be built at certain distance away from CC. Any farflung resource gathering should require a tent and can upgrade to house etc and should be collected by trade carts. Roads! I like the idea of having a stockpile. More activities other than more battle is better. It's what you really call real RTS. Make AI more intelligent. I can neutralize easily and beat 3 Very Hard AI on Tuscan Acropolis with all my soldiers promoted to maximum and no losses. You may call it cheating but I enjoy it. Even protecting trees from over cutting and wild animals from being slaughtered. There are more things make this game real nice! Quote Link to comment Share on other sites More sharing options...
Servo Posted April 5, 2017 Report Share Posted April 5, 2017 Alarm should be in place so all economic activity should stop and all workers go inside any livable places like houses and CC. Like a little darkness near the CC in short time. Make medics and clinics or equivalent and not only monks can heal. I want to bring my wounded to a medical house and not on the temple. Well all units should be able to heal in any buildings that can be garrisoned. Either available in techs or not. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 5, 2017 Report Share Posted April 5, 2017 (edited) Quote single player or fun mechanics Why single player? the fun mechanic are relative or subjective. Quote produce slaves? No. Capture enemies and make them slaves. If it's easy to program that with low HP an enemy unit can be captured then make him/her slave. Not only can monk convert units but units having at least 75% HP should be able to capture. Captured units should be healed at least 75% before it can work. Any units below 50% HP should not be allowed to work. darn I don't even want to work in Monday's after playing 0AD up to 11:00 pm. both are fine. Many people born under slave, Delenda Est have this mechanic, without using a monk, i disagree will come in a snowball effect and isn't realistic not all sunrender other fight to death. the game becomes to micro for sanity , that have sense with about 5-10 %. --------- after next alpha you can't even work for a week. Quote citizen soldier? No. Make a militia upgrade on every unit at a cost and make him fight with more abilities. Women can become fighters too but handicapped. Make promotions not too easy. A unit kills more promotions, hits or hack should not make too much effect on promotions. Not for all faction, a woman as fighter is a shame, specially Greeks and Romans, is a taboo, another excusa to call barberian to many groups. And in few cases a women can lead an army, but be a soldier isn't the same thing. promotion aren't too easy IMHO. We had the other system but the soldiers have easily kills. Example a hoplite have a death battle vs a hastati but is killed after the hoplite falls an inexpert archer kills by one hit the hastati, stealth the experience that was for the Hoplite. Quote imo Champion units are like Lords or Counts etc. They maybe fighting alongside but not battalion like. Either they command armies or mercenaries or Raiders. No they are part ascarmy they aren't consul or warlords or questor, even are Legatus or Dux. Isn't a title or related with nobility in mostly of cases. Except Hetairoi of Alexander. Or Sacred Legion of Baal. they must be a battalion. I don't see nobility there. Even the Centurions can form a battalion like they did in siege of Gergorvia. http://www.historyofwar.org/articles/siege_gergovia.html they are the best men of your army like Navy Seal no are the prince Charles. Quote - dropsites or any economic building must be preceded by a house or two nearby if too far from CC. Economic carts should be available if dropsites should not be allowed to be built at certain distance away from CC. Any farflung resource gathering should require a tent and can upgrade to house etc and should be collected by trade carts. Why need two houses? ( that'd remember a lot a citybuilder) . The tent is good point/ but not to upgrade a house. "Shuld be collected by trade carts" why? Are you eradicating the instant stockpile to adding another layer of micro ( probably more Lag) to a guy send this...( where?). the roads is complicated mechanic @elexis what you think with actual pathfinder. i agree more activities than battle... like developenmt of a culture and may be experiment with of phenomenon of https://en.m.wikipedia.org/wiki/Transculturation Edited April 5, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 5, 2017 Report Share Posted April 5, 2017 (edited) Quote Make medics and clinics or equivalent and not only monks can heal. I want to bring my wounded to a medical house and not on the temple. Well all units should be able to heal in any buildings that can be garrisoned. Either available in techs or not. Medics may be, in that time the baths are the more close to clinical, even is in the Bible , the people seek sanity. The medics visit you. You are proposing things that are from XIX or even XX. ####warning a strong scene######### Spoiler Romans uses hospital but aren't similar today. https://en.wikipedia.org/wiki/Medicine_in_ancient_Rome Quote The Roman medical system saw to the establishment of the first hospitals. Unlike modern hospitals, Roman hospitals were reserved for slaves and soldiers. Physicians were assigned to follow armies or ships, tending to the injured. Medical care for the poor was almost non-existent, resulting in the poor to resort to spiritual aid. The earliest known hospitals of the Ancient Roman Empire were built during the first and second century A.D[16] under the reign of Emperor Trajan. The army's expansion beyond the Italian Peninsula meant that the wounded could no longer be trusted in the care of private homes.[16] It was because of this reason that that valetudinarium was established. The Valetudinarium is known as the Field Hospitals or Flying Military Camps[17] and began as a small cluster of tents and fortresses dedicated to wounded soldiers. Over time, the temporary forts developed into permanent facilities.[18] While the original hospitals were built along major roads they soon became part of Roman fort architecture and were usually placed near the outer wall in a quiet part of the fortification.[19] Edited April 5, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted April 6, 2017 Report Share Posted April 6, 2017 17 hours ago, Lion.Kanzen said: Medics may be, in that time the baths are the more close to clinical, even is in the Bible , the people seek sanity. The medics visit you. You are proposing things that are from XIX or even XX. ####warning a strong scene######### Reveal hidden contents Romans uses hospital but aren't similar today. https://en.wikipedia.org/wiki/Medicine_in_ancient_Rome This would be part of a simulation. Not a strategy game. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 6, 2017 Report Share Posted April 6, 2017 Yes sounds like Caesar (Simcity builder) series. But is incredible some people takes the game some time to make a city. 1 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted May 12, 2017 Author Report Share Posted May 12, 2017 Not sure how Alpha 22 or 23's gonna look like, but the future of the Citizen Soldier is very bleak. There were comments on certain threads both here and here. I like the comment in the former link that this game has no "wimpy villys". And that there are anti-rush units in the latter link. What happened? We have wimpy, and easily-rushed units. Gonna talk about this later, coz I gotta go. Quote Link to comment Share on other sites More sharing options...
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