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Training Times


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So, RTS games tend to have a boom/snowball effect, exponential growth. Unfortunately, the cool batch training in 0 A.D. only exacerbates this effect. 

But what if we turned that around and made it very easy to train, say, the first 200 units. Either in resource cost or train time. But the closer your get to the max pop (300 in this case) the more expensive or longer it takes to train units (a quasi asymptotic curve). That way there's a kind of self-balancing effect. And at the end of the day it's less about overwhelming the opponent with sheer numbers and more about strategy, tactics, and unit composition. One can make the effort to max their pop for that extra edge, but it takes a lot more effort to do so.

Another way to do this instead of using a cost curve, would be to allow players to upgrade their soldiers with Ranking techs, but doing so makes them more expensive and take longer to train.

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Yes that's true and historically it would be accurate too, a population isn't infinite, it makes sense that recruitment would become more expensive or harder due to a limited population, I would also like to see things like forced conscription for the civilian population (it could be force gatherers and non proper military to take up arms if an emergency or the need arises). In other words increased conscription at the expense of economy would be interesting for emergency situations or for certain tactics (of course these units would be trash units and not professional soldiers, more like a desperate or last resort kind of option).  

Edited by Rolf Dew
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