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RETURN OF ROME -- A History-First AoE2 DLC Redesign (LAVAnilla Episode 3) 

RobbyLAVA - Age of Empires Theorycrafting
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Presentation Link: docs.google.com/presentation/...
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Chapters:
00:00 Good to see you!
00:50 My Approach
2:00 Official DLC Review
5:25 Official Civ Review
8:50 Overview
11:19 Unique Units
14:06 Unique Technologies
16:41 Tech Tree Comparison
17:35 Themes & Campaign
19:23 Uncertainties
21:09 LAVAnte-Garde
22:46 Likeliometer
23:28 Ciao for now!

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7 авг 2024

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Комментарии : 49   
@PhoenixAlaris93
@PhoenixAlaris93 Месяц назад
Well, this will be different. Edit: Like the idea of adding unique units and techs to AOE1 civs. Maybe they could be done at the Academy so it isn't just used for Hoplites
@Temudhun
@Temudhun Месяц назад
There were lots of debates on the forums about this, many people agreed the Academy should serve this purpose to an extent, though some people wanted it to offer regional units instead of unique ones. I personally think UT's would be a more interesting addition than UU's, if we have to chose.
@PhoenixAlaris93
@PhoenixAlaris93 Месяц назад
@@Temudhun Yeah. Of course, as it stands I really don't know what unit or techs can be given to the Romans for AOE1 without treading on the Rome at War mod's toes. I'm sure someone more historically versed could think of something, but hmm...
@afz902k
@afz902k Месяц назад
I would have liked all the AoE1 civs in RoR to be way more AoE2-like, since I don't think it's important to recreate AoE1 again considering AoE1 DE exists... And I mean all the bells and whistles. IMHO if the devs feel like they want to release a rebalanced AoE1 they should just balance DE, none of the Age1 players in Vietnam care anyway. They could also try to change AoE1:DE in a different direction: performance improvement and low cost, so it can run on those Vietnamese PCs ;)
@afz902k
@afz902k Месяц назад
Love the video, and I really like the redesign. Oh man Romans are one of those civs where a lot of exciting things could be implemented, like: - Infantry line can build palisades and outposts, including fortified palisades and fort gates. - Castles fire a barrage of scorpion/mangonel projectiles, to sort of exemplify their use of defensive siege. - Replace castle with a unique variant, the War Fort (I'm picturing something Feitoria or Wonder-sized). It can train infantry line and unique units at a faster rate, and any garrisoned unit fires arrows from it. - Can produce an Eagle Standard at the castle, which the unique unit can carry (turns into Standard holding variant), this unit will then have an area buff similar to the current Centurion but stronger. The downside is if the unit dies, the Eagle Standard can be "controlled" by enemies which debuffs Roman units until it's taken back. Also have you considered something like civilization-specific formations?! That's not just Roman related but it would be cool if certain civilizations gained unique formations like: - Testudo formation: available to Romans, Byzantines. Units with shields move slower but have +3 pierce armor. Units in formation form a tight square as they walk. - Shield wall formation: available to Vikings, Slavs, Lithuanians, Sicilians perhaps? Units with shields gain +4 pierce armor when not moving. Units form a wall-like line shape as they move, 2-3 men deep (would be hard pathing through small spaces with this I reckon though) - Pike square formation: available to Burgundians, Spanish, Turks, Bohemians. Groups of spear-line and archer-line units move in a square or rectangle with the pikes surrounding the ranged units, but as opposed to box formation no pikes are placed at the back of the block (non historical but better for gameplay) and the sides have less pikes than the front. I'm picturing 3-4 lines of pikes in front, 1-2 on the sides and 0 behind. In case there are hussite wagons in the mix they are placed on the front behind the pikes but in front of the ranged units. Rams would go on the front and bombard cannons would go dead last. - Battle trance formation: available to Vikings, Celts, Slavs, maybe meso civs and Ethiopians. From Asia perhaps the Malay could get this formation. Infantry units rush to battle in disorganized, semi zig-zag patterns. Ideally this would somewhat neutralize enemies with ballistics. - Cavalry charge formation: available to all groups of heavy and medium cav. The units form a line 2-4 units wide depending on group size, and accelerate until they are moving 20% faster than normal, but changing direction/micro is then harder. While they are running at this speed they automatically attack units in front/to the side with an attack increase (+5?) and ignoring armor. After some time they decelerate back to normal speed at which point they are normally responsive again. - Parthian tactic formation: mounted ranged units move pointing their weapon back rather than front. Increases their range but makes it so they can no longer attack units in front of them while in this formation, they can only fire back. Maybe it could be like backwards charge during which the units are not fully controllable? Probably many more I'm missing cuz I suck at history.
@robbylava
@robbylava Месяц назад
Hey Fergus! Great to see you in the comments man! Really glad you like the build, and thanks for sharing these sick ideas. I have no idea whether the formations idea would work, but it's definitely a cool one to consider for when I go back to LAVAnte-garde stuff down the road. And in the meantime we can at least reference those things in technologies! Thanks so much for taking the time to watch and leave your thoughts. Hope to see you around more!
@brucewayne3472
@brucewayne3472 Месяц назад
Thank you for mentioning me, I really feel we pushed Romans in some way and they were added sooner than I expected! Although the context of that DLC ironically marked the beggining of the "decline" of this game under many aspects... A Vandal civ addition could be very possible given the lack of dark age civs and a Roman campaign (also Vandals seem very popular, your video of them has a lot of interactions in comments). I'm just gonna nitpick a couple of things: the Vexillarius icon you show looks more like an early pagan one, from the times of Trajan probably, like the Hollywood legionary, mostly because of the lion mantle. After Constantine I think Vexillarii would use more christian images, like the Chi-Ro on the shields replacing ancient pagan idols or animals who were considered primitive and untrendy. You can easily google them to find examples. I think Romans should access at least Camel riders because North Africa was a Western Roman province like I think they did in our first built. Agree that the navy was not good, since the Mediterranean was their "lake" they didn't need to mantain a strong fleet for centuries if not for pirates. The only naval battle that comes to my mind in late western Rome was the one where Crispus defeated Licinius in front of Byzantium (324 ad) so a civil war. The Vandals burned the western fleet in two occasions: one with Majorianus in Spain and the other in 468 near Carthage along with the eastern one (but in both cases they were probably betrayed). They still employed warships a lot, specially on rivers when invading Persia (362), and on the Saxon shore between Gaul and Britain where there was a Comes specifically appointed for that role around the end of the 3rd or 4th century. But that's hardly enough for a bonus. As for the UTs I like both. I think you could add Steppe Lancers to the barbaric recruits to represent Sarmatian, Alan or Hunnish forces but even Genitours, the Armenian composite bowmen or Sogdian Cataphracts (a scenario only unit) could make sense. The late roman army was some kind of "international" confederation loosely united in the name of the emperor or their commander (rather than Rome or any other city, it wasn't in fact very "Roman" anymore, when everything can be X then nothing is...) I think the Ampitheatre is a super lazy and generic wonder for aoe2 Romans... In the 4th century (where I consider the beginning of late Rome and the game as a whole) I don't think Ampitheatres were still built, on the opposite they were either left in ruins or dismantled by Christian zealots or more often by the same Romans who needed material to build new stuff, mostly Basilicas and churches since the empire was transitioning in the Middle ages. This process is known as "Spolia" and was common as early as the 3rd century which is the century were classical art and traditions waned away and the first barbaric invasions devastated roman cities that in some cases were never rebuilt. For this reason I think that the aoe2 Roman Wonder should be the Arch of Constantine (already in game, talking about recycling stuff...) which is the prime example of Spolia (the arch mostly reused images from the Marcus Aurelius' Arch and others) and it's often the first lesson in a course of history of medieval art. It's very iconic. And that's it, sorry for the wall of text, hope it's interesting!
@robbylava
@robbylava Месяц назад
Beautifully said man! I completely agree that our original build was really something special. I agree with a lot of what you are saying. I went with the image I did for the vexillarius because I thought I remembered seeing something that said the late Roman ones still wore animal hides. Another commenter mentioned that it could be a good idea to potentially reskin the unit to an aquilifer. What do you think of this idea? Wonder change makes complete sense, the Arch of Constantine even already exists in game so I 100% agree with that. Like I said on Discord, your Foederati suggestions are great and I will almost certainly be using them. Thanks so much for taking the time man.
@brucewayne3472
@brucewayne3472 Месяц назад
@@robbylava The Aquilifer I think, like the Signifer, should be a type of Vexillarius. What changes is the animal's skin they wear I think but I'm not an expert tbh. You know what you could do? Maybe use the Draconarius which is a "cavalry Vexillarius" in the mid to late empire: this could retain the mobility of the Centurion (without having the Centurion itself) and still mantain your idea of a standard bearer unique unit but faster. Although the "Draco" they carry comes from Dacian and Sarmatian tribes seemingly. Otherwise the Vexillarius is fine, maybe with a Labarum (the standard with the Chi-Ro on top), that was used from Constantine on because of Christianity, instead of the eagle. Although you could be right and some legions could have clinged to animals and pagan symbols, specially in the West before Theodosius outlawed Paganism around 380 ad.
@thegeneralissimo6172
@thegeneralissimo6172 Месяц назад
A personal hottake of mine on the whole roman should be a faction thing is that it would be better for there to be a romano-british civilization than an outright roman faction
@robbylava
@robbylava Месяц назад
I came to a very similar conclusion! Going to be part of a later project, though I won't be able to pursue it for quite some time unfortunately.
@thegeneralissimo6172
@thegeneralissimo6172 Месяц назад
Take your time with it! No need to rush it
@Heimdal8212
@Heimdal8212 Месяц назад
Wouldn't it make more sense to divide the Britons and the English?
@robbylava
@robbylava Месяц назад
@Heimdal8212 no doubt about that! Pretty high on my list of todos
@epicseadragon1692
@epicseadragon1692 Месяц назад
Nice, I really like the idea of unlocking huskarls, tarkans and throwing axemen (even though I doubt the devs are ever going to do it for the official build). I'd have more to say on AOE1 Return Of Rome: - by and large I agree with you that it is largely irrelevant, and I think it's a shame; - I agree with UU, UT, perhaps (as I've seen in other comments) at the academy (Persians should then receive academy, even if they still don't get hoplites); - I could agree with more civs, and would even suggest make it any even 20, 4 for each architecture style (Yes, I'm OCD like that 11); - wonders for each individual civ would be nice! - for the general balance of the game: once gold runs out, either the civ has scythe chariots and chariot archers and is fine, or it's just falling off a cliff; To fix it I'd propose an iron age upgrade to the following units: * bowman (called "skirmisher bowman"?), with more movement speed, +1 range, and maybe +1 melee armor; * scout (called "light cavalry"?), with +30 HP, +2 attack, increased rate of fire, and potentially + 1 melee armor and pierce armor; * axeman (called "auxilliary infantry"), with +10 HP, +1 attack, +1 pierce armor (and remove the +1 pierce armor they added on the axeman); - to enrich the water balance, I would add a precursor to the fire galley (with 120-140 HP and 12-16 atk), and a counter to it if necessary - Upgrades for the slinger, and the camel would also be nice; - I'm not going to address the balance of each individual civ, but some are absurd (like the AOE1 Romans discount on towers, etc)
@robbylava
@robbylava Месяц назад
Love the ideas. I have an RoR vid planned for the mid-distant future, so maybe I'll toss in some options like this to see if people want to see more RoR content!
@afz902k
@afz902k Месяц назад
Maybe the foederati could also use the existing "germanic warrior" unit :), or you could have unique, mutually exclusive foederati techs where you "ally" with a faction and then lose access to all the other ones, that way you only get 1 extra unique unit (better for balance?) but you get to choose which one depending on the circumstances.
@robbylava
@robbylava Месяц назад
@afz902k That's very similar to what I proposed in my LAVAnte-garde section! If I ever got a chance to do a more elaborate build for the civilization I would 100% use something like that
@christos49
@christos49 Месяц назад
A nice comparisson between 3 different approaches to the same civilization, with merits within each one. I too feel the Romans are a nessecary part of the game, however I would personally add (if possible) a civilization that represents both late Roman empire and the Papal states into the game.
@robbylava
@robbylava Месяц назад
Very respectful! My plan is to make the papal states separate, but I certainly wouldn't fault anyone who combined the two
@SkeletonAngel_
@SkeletonAngel_ Месяц назад
Hay man, I like to ask you a question "Do you consider making a rework for the Trading and Diplomacy-Tribute systems in the AoE2? or do you find them fine" I saw "The Temple & Shrine" video and really liked your take on it, that what inspired me to asking if you consider it, you can throw the Market with them, but I find it fine compared to how basic those mechanic are Thank You
@robbylava
@robbylava Месяц назад
Thanks very much for saying so! I absolutely have a vid like that planned, though probably not for a little while. It's for sure on my radar though, and I appreciate you mentioning it!
@gaiusiulius7724
@gaiusiulius7724 Месяц назад
If only one thing could be implemented, I'd go hard for the plumbata, makes so much more sense than the weird charged attack they have now.
@papermaniac
@papermaniac Месяц назад
My ideas for this: 1 make a free client for both games like in AOE 3 with a rotating, civ pool. 2 add also civ dlcs for AOE 1 included in each AOE 2 dlc 3 aoe1 should also have to include Mauryans, Tamils, Funan and Harappans in the base ROR port along with the Lac Viet
@Giagrus
@Giagrus Месяц назад
Agree with the amendments that you proposed. Especially the UU and UT. Also the Foederati idea i like but in a new direction. So those Civs that are long shots making them like-Foederati (a more appropriate term could be found). So like the Turks or Ottomans if that gets added could have Civs that they subjugated could be an option. Similar to how in AoE3 they have minor civs that you can ally with and get techs from them and UU.
@rastelmagister
@rastelmagister Месяц назад
skirmishers change to something like the Hastati and later hastati elite for trash units or velites and elite velites for cavalry units, then the Kontus users like the spearman line, and Plumbata launchers to make damage to the structures... just changing the first steps of each others.... nice video as always bro
@RocketHarry865
@RocketHarry865 19 дней назад
The Hastati were phased out of the Roman military structure long before the Late Roman era.
@rastelmagister
@rastelmagister 15 дней назад
@@RocketHarry865 oh thats true... but we cant make it so accurate at the age...
@Crossil
@Crossil Месяц назад
I feel like talking a while longer now, so I'll be going a bit wide with this one. - While I imagine that you want to have everything at the same time with this DLC, I personally still feel like having a more measured outlook rather than asking for 3 civs in addition to the entire AoE1 game update. I would've been happy with AoE1 seeing a full-on upgrade with more campaigns, older campaigns reinvented into AoE2- style narrative-consistent campaigns, civs with unique Wonders, UUs and UTs, more profound rebalancing and new generic units. And new civs, of course, but those can wait for longer. - I think the AoE2 Romans should've been a free addition, alongside what was done with AoE1. This baiting with a civ for this DLC feels wrong. Adding Romans as celebration of the event would've still worked fine, with their two UUs and Wonder already made.... oh, I guess they did add unique Castle and the Dromon, huh. Oh well, I would also argue for St Peter's Basilica over the Colosseum as a Wonder. - I still label Victors and Vanquished as worse. Because no Vandal civ with the Vandal scenario. Or would you just say that DLC doesn't exist? - I'm surprised you didn't make Aquilifer's the Castle unit then. Then again, Aquilifer dying would have to afflict a significant penalty, wouldn't it? Legionaries name change to Comitatenses is accurate. - Limitanei could've been a UT, making the Spearman line stronger, offering some alt for trash wars and that's what they were, kinda. Might otherwise make more sense to have the Spearman line have the Plumbata as they're the ones with the ol' stick. Or both. Probably best to make the thrown javelin deal no bonus damage, cause ranged Spearman attacks hurt alot, ask anyone who faced the Incas. Something to give them a last-chance late game holdout. If Foederati are needed, I would surmise Alan foederati unit would make sense as well. - While I get the idea of always going for a story where the civilization in question is rising up, or having a heroic stand, I think that Syagrius' tale of a desparate last stand and the slow but unstoppable arrival of the Dark Ages as Rome literally falls in the distance, feels like a very sombre tale that I'd prefer. Perhaps the most sombre tale this game could make. Covering the Aegidius and Majorian early arrival into Gaul and Syagrius exploits, and the final scenario played as some unknown Roman general in proto-Paris surrounded by barbarians while hoping for a Visigothic relief force obtained by Syagrius only to see him brought forward in chains to Clovis and executed. A true start of the Dark Ages, as the last of the Romans are finally shattered. Aside from that, Majorian for me but that requires Vandals to be proper. - I think the naval stuff might've also been in reference to the Eastern Roman Empire, which would still maintain a Roman character for a while and did have a functional navy. It's not like water matters that much aside from water maps, so having a bonus for fun isn't that bad. - So do I tell you which new Victors and Vanquished scenarios should have Romans in them (yet don't, for some reason) or are you satisfied with not knowing about that DLC at all?
@robbylava
@robbylava Месяц назад
Great summary. I very much agree with your proposed wonder change and that the Romans should at least have been free if we didn't get a bunch more value in the DLC itself. Syagrius Is also a SUPER underrated campaign protag. I actually proposed him in my original build but felt he might be too weird for this one hehehe Aquilifer was strongly considered but I decided against it for exactly the reasons you mentioned here. Do you think it would be a smart idea to just keep the mechanics but change the name and image to that? Thanks as always for your thoughts my friend!
@Crossil
@Crossil Месяц назад
@@robbylava I think it's fine as is. Personally I'm fine with a cav commander buffing them, but this works as well. Aquilifer might be for more experimental builds.
@L3monsta
@L3monsta Месяц назад
I haven't watched the video yet, but I think the DLC would have done a lot better ratings wise had they done two things: 1) Make the Roman civ in aoe2 free, not requiring the DLC to play it 2) Bundled AoE1:DE with the DLC so that anyone who purchases Return of Rome gets access to AoE1:DE for free and anyone who has AoE1:DE already gets a discount on Return of Rome. This would have resulted in less income, yes. But without actually changing the content of DLC it would have had a much much better reception. People who are only interested in AoE2 would never like this DLC since it's not made for them and it only made them miffed that they had to pay extra to only unlock one civ and people who like AoE1 are unhappy since they have to pay for it a third time, even though it is the best version of the game released to date, many are still sour since this is essentially what AoE1:DE was supposed to be. Oh yeah, and many people were unhappy with the marketing being somewhat misleading and not clear about if they were adding the AoE1 campaigns and were upset that they weren't there upon release.
@Mattroid99
@Mattroid99 Месяц назад
Love this take on Romans. The castle UU and Foederati tech are my favourite parts about it, is a bit outside of AoE2 but I don't think there is a better way to represent the concept. Personally the only things I dislike are the "Tower TC" concept and the unit spawn of the Foederati technology, as is kind of a thing that ypu either use it when at 200 pop to get 30 extra units (Which I don't find particularly great personally, is the same thing with First Crusade and Flemish Revolution) or it lacks purpose since you generally want to mass units and is not common to commit on all three. Maybe something like "you can train 20 of each for free, and afterwards are still trainable at the barrack/stable"? Would that still respect the tech's identity to you? I guess if Plumbata isn't realistically doable maybe the current charge attack could still be fine? If possible I also wish to assest a few things: The way those "power spike" res bonuses work is that they sinergy a lot with timing plays and not continuous fighting throughout the Age. Example: on Ethiopians they can afford basically Fletching for free (And have the gold for 1 extra archer), in Castle it covers more than half Bodkin etc. They like to play archers which need a small economy and are timing dipendent unit to do great damage so this works to the bonus favor. Romans though have units that require a lot of economy (Infantry, cavarly etc) and the bonus doesn't really sinergize with that (It gives you like 2 knights? Or +2 armor? Not much and it doesn't sinergize with the blacksmith bonus almost at all) and with you giving them Arbalest and Bracer I feel like they might end up suited more towards archer plays instead (Or man at arms archers). In this context I feel like the 5% everything bonus works a lot more in the civ's favor as in any situation your eco is stronger enough to let you afford your big expensive army. I think the current Romans still show very clearly their late game limitations, as they really lack options against gunpowder (I guess fittingly? Not really but you know what I mean) and even to play their Imperial age still really feels awkward as you have only 2/3 good units. Despite the water bonuses (Which I do agree do not make sense) Romans are still fittingly not that good on water, as they miss one unit line and critically Bracer on their Galleons. I assume they did that to push them a bit there as they introduced the Dromons but I think cutting their water bonuses completely is a good call as even with them they are not a good water civ. And yes, this DLC was horribly put toghether. I never played AoE1 before it and it still really feels like an outdated game that you don't want to go back into. At very least they could have made some UTs and a UU for each civ, come on!
@robbylava
@robbylava Месяц назад
Two for two on Matt Approval, hell yeah! That Foederati change is an absolutely brilliant suggestion and I will 100% be using that. As for all the other stuff, you may well be right: removing Arbalester would be acceptable in my books if archers ended up being pushed too much. And I do really like the resource bonus, so do you think it would make a substantive impact if that were just made higher? I did actually consider having the bonus give you way more in Feudal and then tapering off in Castle, which would at least synergize to some degree with their early blacksmith techs , which are likely to be quite expensive for feudal. Thanks as always for your thoughts man
@erikdw8379
@erikdw8379 Месяц назад
First!
@bjarkekiaer
@bjarkekiaer Месяц назад
Hiya Robby, I gotta say, I really like this new format of yours, although I also kind of miss the good old weird and wonderful of the earlier builds (I know Lavant-garde is there, but it's just not quite the same thing). Overall this one looks nice. I especially like the blacksmith bonus. Simple, yet elegant. Lovely! I'm not too keen on the team bonus, however. It sounds a bit weird. Did you intend for it to be a separate building mashed into the TC or them being fused together into one? Maybe they could have a unique tech instead, one that upgrades the TCs to Fortified Town Centers: stronger and perhaps with some extra bonus also. It could also be "garrisoned villagers fire twice as many arrows". (Because the world needs another douche civ, right..?) If you want something else for the resource bonus, it could also be +5% overall gather rate in both Feudal and Castle (+10% total), but when reaching Imperial it would be removed completely. It'd give a nice boost in Feudal and a very strong boom in Castle, but still leave them without anything in the late game. Which matches the theme you have for the civ nicely. Also, maybe you should just call the unique unit Legionary instead of Comitatensis. I get your reasoning for it, but brand recognition is also something to consider, and (as far as I know) nothing really says "Roman military" to a general audience like the legionary does. Something to consider at least. Thanks for the video! It was fun to watch, as always.
@robbylava
@robbylava Месяц назад
Well thank you very much Bjarke , I'm very glad you're enjoying! Don't worry, weirdness will return someday, just trying to stay grounded for the moment! Intent for the team bonus was to have it be mashed into the TC as a separate building. I have spoken with consultants about this and it does seem to be 100% possible exactly as intended! The goal was for it to make the Romans and their allies a bit harder to raid in the early game but for those defenses to be rapidly overwhelmed once the enemy started gaining a greater technological advantage. I think your proposal is very cool, but kind of tells the opposite story to the one I'm going for here. I'm also quite keen to avoid a gather rate bonus, since at this point in history the Roman populace was not exactly a bustling hive of worker bees. Some sort of lump sum feels more appropriate, though I'm of course open to flipping around the numbers. Renaming the legionary was one of the last changes I made before publishing this, and in retrospect I'm actually quite happy I did. Name recognition is useful, but for something like the Roman Empire which we have SO much more detail on than many other civilizations I think it pays to go the extra mile and be accurate. Really appreciate you sharing your thoughts! Would love to hear if you happen to have more
@bjarkekiaer
@bjarkekiaer Месяц назад
Oh, I know that it's possible to mash buildings together. I believe it's used in the Dracula, so it also has precedence (not that it makes it any less clunky, mind). I don't know, it's probably just me being to fussy about this sort of thing. It's just not _elegant_ (unlike that sweet, sweet blacksmith bonus of yours!). Also, another suggestion for the eco bonus could be extra food+gold for building certain buildings. The impact of this would drop off in later stages, so it'd still (somewhat) reflect the idea you have, although it would no longer help much with timings. - It could be 20 food and gold from military buildings. It'd be nice at the beginning of the game, but eventually fall off as your regular eco improves. - It could also be a percentage of every building you build. That'd probably be even better early on, but still fade over time. There are lots of other ways to do that also. I know I keep yapping on about that eco bonus, but you did say it was something you weren't entirely satisfied with, so... Anyway, I hope it's still helpful, even if the ideas aren't usable. Who knows, it might spark a better idea in that mad genius head of yours!
@robbylava
@robbylava Месяц назад
@bjarkekiaer no no, this is very helpful! Please do keep giving ideas! Receiving food in gold for building military buildings is something I'm saving for another civilization, plus I feel like it might still be very relevant in late game as a way to supplement your economy a little bit when you are dropping a trillion production buildings. But I am still very much open to ideas! Something that has almost zero post imperial relevance would be absolutely ideal, and I would love to hear more ideas from you in that regard!
@bjarkekiaer
@bjarkekiaer Месяц назад
The only other idea I have is something like 30/20/10/5% of (eco) building cost returned as food and gold. If it starts at 30, you'd get something like 90 food and gold in dark age (mill+lumber camp+housex4), which makes for a strong start. Needless to say, it doesn't have to be those numbers, but if it's eco buildings only, they should probably be somthing like that. It can also just be a big fat zero in imp, if you want it to disappear completely.
@sebipatru
@sebipatru 19 дней назад
My ideea for romans, was to have a special building where they can train, Auxiliaries, Old World regional units Camels, Stepe Lancers, Battle Elefants and Archer Elefants. I like the Legionary and sword line infantry bonus. I would have loved something for the spear line. Also your Plumbata idea would have been ideal. Centurion is something too much. Either you have an infantrymen that buffs your infantry, either you have a Western Roman Cataphract. I like the scorpion line focus but i would have prefered the romans being able to build siege workshop units in Feudal Age.
@KarlKapo
@KarlKapo Месяц назад
They should have let the guys behind Rome at War mod donthe job
@alejandrocanelo3058
@alejandrocanelo3058 Месяц назад
I'm not sure if romans fit the time frame. Goths were relevant after the fall of Rome and you can argue european huns kept existing in the VI century as kutrigurs and utrigurs, plus the existence of the asian branches like hephtalits. (West) Romans however fell in 476. The kingdom of Soissons was their last bastion and endured just 10 more years
@Grevnor
@Grevnor Месяц назад
1. The Romans have been in the game since The Conquerors (in the Atilla campaign), though they were represented by the Byzantines back then - why not just allow them to represent themselves? 2. The fall of Rome marks the start of the AoE2 relevant timeline, why not allow you to play out this pivotal moment in history? 3. Now, if the game was focused entirely on the medieval era, and not the Late Antiquity, I might agree with you. Problem is, the Goths have been in the game since Age of Kings, and the Huns since The Conquerors. The Late Antiquity has always been in the game, like it or not. In fact, it's probably under-represented. There are a lot of fun civs that could be introduced from this time period, many of them featured on this very channel.
@Mattroid99
@Mattroid99 Месяц назад
I think that if the Theodoric campaign is in the game (Well before the fall of the Roman Empire), and with the Huns as a civiliazation and Attila campaign (Huns are by far the least historically important big nomadic people, they disappeard as an independent or even relevant identity in less than 50 years and we pretty much know nothing about them, which is why the Huns in AoE2 are literally made up) then having Romans is completely fair.
@Crossil
@Crossil Месяц назад
There are two elements that technically extend Roman civilization past the collapse of the Western Roman Empire. 1. Eastern Roman Empire would maintain a Roman character. Yes, eventually it would transform so that it would be distinctly Greek, but this would happen during the Byzantine Dark Ages and its unique character would be firmly defined by the Macedonian Renaissance. Technically, Belisarius could be a Roman campaign, in spirit, as Eastern Roman Empire still maintained its Roman character in the time period. 2. Roman culture and people survived under foreign rule, in pretty much all of the regions they occupied for a while. Especially under the Goths, who had high respect of Roman culture. In Iberia, it would take Muslim invasions to break them and change the local peoples into the proto-Spanish, while in Italy the transformation would take well onto the Langobards and Frankish rule to transform them into Italians. But even in Britain, Romans would persevere until the end of the fifth century, and in France, the Gallo-Roman variant would transform into French. Still, this puts a limit to Roman culture up to something like the 7.-8. century in Italy and Iberia. For instance, Italian states in the Tariq campaign are based on and should be these Romans. By comparison, Huns as a people were effectively destroyed much earlier as distinct people and any other connections to them are speculative more than realistic. If extended to include White Huns and Hunas, they have a bit longer, but aside from that the last source on them I know of is as auxiliaries in Belisarius' campaign to retake Rome.
@havoc3742
@havoc3742 Месяц назад
Okay, as someone with some game design background, I'm going to be honest; the whole "Team watch tower in TC" bonus, is, from a design and programming standpoint, especially as a TEAM BONUS, Horrible, just, What?! I mean, first of all, before we get into anything code-side, How the everloving HELL, would this work in game modes like Nomad? no, just, no. As a team bonus, code side, you'd SOMEHOW have to work out where the TC is, then figure out the placement of the tower, and THEN, place the tower ATOP an already existing building, and HOPE it'd just, not break or delete the TC, or something weird? that'd just be a HEADACHE to program. now, picture that, but add in the haphazardness of the map generation trying to figure out WHO should, or should NOT have it, if you choose to ally BEFORE the game. also, how does this work for in-game alliances. Furthermore, in general AOE2 devs have shied away from anything that makes TC's have longer range, and though this doesn't do that Specifically, the result is the same; you'd have a TC in Dark or Feudal that has longer range and more attack that basically renders anything around the TC unraidable. also because of the tower's placement, chance for vill's to get stuck ungarrisoning. If you're going to make a team bonus, at LEAST try to consider how you'd do that programming wise. also the tech allowing other civ's unique units to be built defeats the point of them being unique units. a BETTER team bonus would be some sort of Mercenary unit, such as the Comitatensis
@sebipatru
@sebipatru 19 дней назад
My ideea for romans, was to have a special building where they can train, Auxiliaries, Old World regional units Camels, Stepe Lancers, Battle Elefants and Archer Elefants. I like the Legionary and sword line infantry bonus. I would have loved something for the spear line. Also your Plumbata idea would have been ideal. Centurion is something too much. Either you have an infantrymen that buffs your infantry, either you have a Western Roman Cataphract. I like the scorpion line focus but i would have prefered the romans being able to build siege workshop units in Feudal Age.
@Grevnor
@Grevnor Месяц назад
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