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Two-Gendered Citizens Mod (Please Test!)


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9 hours ago, BreakfastBurrito_007 said:

骑兵雇佣兵在下一个 alpha 中变得越来越昂贵。 一般来说,雇佣兵的低价从军事角度来看是平衡的,并且假设雇佣军不能增加玩家的经济。 如果佣兵的成本和市民兵一样,而且可以集结,那他们就没有什么独特的品质了。 雇佣兵的成本之所以如此高,是因为他们 的特定游戏利基 其他单位没有 这就是为什么“统一”一切和“简化”一切并不总是好的原因。  

你对游戏的设计抱怨了很多,但你似乎不知道为什么要做出任何设计或平衡选择。 

Higher combat effectiveness or indispensable battlefield roles are the characteristics of being a mercenary. If you add the ability to cut wood and build buildings to him, it will make him featureless, which means that the design of the mercenary failed from the beginning. Well, the mercenaries of the imperial era will not be indistinguishable because they are incapable of labor like ordinary soldiers.

And it must be pointed out that the reason why mercenaries are cheap is that under the current 0AD resource system, citizen soldiers basically do not consume metals, and metals have largely become idle resources, and mercenaries that only consume metals have no resource conflicts.

In Age of Empires 3, players will not feel that mercenaries are cheap, because ordinary soldiers also consume gold, mercenaries are equivalent to replacing food costs with gold, and gold is a more scarce and versatile resource.
Even though a mercenary might only have 70 gold, and the average soldier might need 20 gold and 90 food, players would think that 50 gold is more expensive than 90 food because they have already spent a lot of gold on other uses.

Edited by AIEND
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If we decouple the soldiers from the main labor, it means that the cost of these soldiers is easier to adjust. Different types of soldiers can require different types and quantities of resources according to their strength and use. For example, we can enhance the archer and improve the Its food cost, added to the metal cost, allows a group of archers to be evenly matched with javelinmen with the same amount of resources but a larger number.

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21 minutes ago, AIEND said:

If we decouple the soldiers from the main labor, it means that the cost of these soldiers is easier to adjust. Different types of soldiers can require different types and quantities of resources according to their strength and use. For example, we can enhance the archer and improve the Its food cost, added to the metal cost, allows a group of archers to be evenly matched with javelinmen with the same amount of resources but a larger number.

Right. Because of the citizen-soldier concept, any cost adjustments or any stats changes, such as speed, have an economic impact. Without the c-s concept, these aren't such an issue. It's one of the reasons I got rid of it in DE (plus soldiers randomly chopping trees in the middle of a battle due to mis-click, lol).

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50 分钟前,wowgetoffyourcellphone 说:

对。 由于公民士兵的概念,任何成本调整或任何统计变化,例如速度,都会产生经济影响。 没有 cs 概念,这些都不是问题。 这是我在 DE 中摆脱它的原因之一(加上士兵在战斗中由于误点击而随机砍树,哈哈)。

It's also embarrassing to accidentally hit prey in battle^_^. I still want the soldiers to keep the ability to log, because the woods are usually farther from the CC and not very safe.

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9 分钟前,Lion.Kanzen 说:

从字面上看,在战争中,士兵在围攻之前砍伐树木。

Ancient soldiers usually carried logging axes. In addition to manufacturing siege machines on site, building barracks, building watchtowers, building bridges, and making rafts also required wood from nearby woods.

I don't know if the future Alpha will allow soldiers to build battering rams and siege towers on the front line.

Edited by AIEND
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6 小时前,回复说:

但是玩家为他们买单? ;)

If based on historical reality, games like 0AD don't have any citizen soldiers unless they can recruit soldiers from a group of people that already exist for free.
The difference between 0AD's citizen soldiers and mercenaries is only what kind of resources you use as compensation to hire them.
And it is meaningless to distinguish the rank of citizens (including soldiers) from the perspective of labor type rather than wealth level. The types of labor that a proletarian and a wealthy citizen perform in peacetime do not coincide with the types of labor they perform in the army. , There is military discipline, no matter what he did before entering the army, he learned to do the same work after entering the army, such as digging trenches, building fortresses, and learning to be a carpenter and mason.
The best way to distinguish between categories of labor is to separate civilians from soldiers.

Edited by AIEND
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  • 2 months later...

works nice, but a problem:

if i use it i cant join other games in lobby.

happy if you may configure it that its possible (example mods autoCiv, LocalRating, boonGui dont need to be running for all. Maybe you could take a look in resource of them)

tested:

 

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52 minutes ago, seeh said:

 

happy if you may configure it that its possible (example mods autoCiv, LocalRating, boonGui dont need to be running for all. Maybe you could take a look in resource of them)

Not possible, it would OOS.

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4 minutes ago, Stan` said:

It's not just an icon. You're changing the look of units in a synchronized way.

ah because i randomly toggles women / men sometimes if trained . thats not only a change of look of a single object. it creates a new object. yes i understand. thats something new

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  • 1 month later...
3 hours ago, Sevda said:

Why do we need 2 genders? I think just women on food and men on everything else is good enough

The feeling of having male peasant.

Only slaves would be missing. We would already have the entire ancient society represented.(Musicians would be missing ... They were important psychologically)

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