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Balancing and QoL changes to 0AD


Micfild
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Thank you very much @Freagarach, @bb_ and @Stan`!

All three solutions (changing the cost.js schema from integer to decimal, using "add" instead of "mul" and using "mul_round") worked independently.

Of these 3 "mul_round" seemed to be better, since i don't need to mess around with the schemas and it's easier to scale than "add".

 

 

 

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Of all the proposed changes, i'm still testing metal distribution, crush damage and palisades, since i'm still not satisfied with the changes i made. As for the population costs, they seem to be fine in a game of 300 max pop, so i'm attaching a mod with just this change in case anyone wants to try.

Population_mod.zip

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