Changes NOT Needed but that would make sense

Gee, if you guys are angry with the archery ranges, just don’t build them and don’t create archers.

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It would make sense to me for villagers to collect food or money from ANY animal that they kill.

The logic is that bear, lion and camel meat (amongs other animals) is eating in some places, but you can also make the argument that the leather from most animals can be sold.

So if you kill an aligator, money or food should be collected.

You cant gather food from predator animals ingame.

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Change the name of the Bohemian monk to the Rhapsody

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:laughing::crazy_face::laughing: I see what you did there :grin::laughing::grin:

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I know, but it would make sense if we could…most of the animals in the game are edible in real life…if no food at least gold, since their hides are valuable.

Which ingame civilization eats lion meat?

Return of Rome civs lmao

Not in the game, but in real life…

This discussion is about things that Do Not need to be changed, but it would be nice if it happens because they make sense.

Getting food or gold from all animals would make sense either because in real life/ real world, some people eat most of them or because their hides are worth money

Man, if you realize it is a copy of the AoE3 approach, you will find the archery ranges aren’t even necessary in this approach. I loved the archery range itself, so I kept it and used it for other purposes.

This would be an interesting civi bonus for a new civi.killing predator animals gives x amount of gold.

Generally I thinks except for houses rest of all the building IRL are more open than surrounded by four walls. So I think foot units hiding in them may be a little not suitable, we already have a very apt way of vills garrison into houses for khmers, may be we can extend them to all civs. And docks can garrison fishing ships for gurjaras, and even this we can extend to all other civs. If my perception is false please feel free to correct my ignorance.

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Yes, that is my idea

Just general suggestions for all civilizations, changes not really needed, but that would make sense (base on real life or game logic) but are not priority to make.

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It would make sense to me if all damaged buildings (except stone walls) continue losing points if not repaired within a grace period.

We can accomplish this in many ways, I would suggest a 2 to 3-minute grace period, after that, the building should lose one point per second.

We can even go further and say 1 point per second above 90%, 2 points at 80%, 3 points at 70%, etc… the logic has been that the longest it burns the hotter and more destructive the fire…

And or in addition, I believe these building should slow down their production and fighting rates by the same percentage as the damage received.

Yeah, and why are you copying stuff from AOE3? That game is not the best source of inspiration.

It would make sense for all units to get Experience Bonuses

Per example

All foot units get 1% attack points per kill to a max of 10%
All missile units(including most siege units) fire 1% faster per kill or 2% faster per building destroy to a max of 10%
Calvary units get a 1% faster attack per kill to a max of 10%.
Rams, siege elephants, and similar get a bust on speed of 2% per building destroyed to a maximum of 10%.

Some of the numbers may need to be changed, but it is the basic concept, based on historical facts that most military get better with experience.

I am not asking for this change, just it would make sense if it happens.

It Would make sense to me, if most Calvary units were similar to Boyars, meaning that after killing the horse you still have a foot soldier.

We can even go a little bit further:

75% of the “Armored” Calvary killed by missiles, become infantry. (with reduced health due to the fall)

The logic behind this is that in real battles most of the time you killed only the horses if the Calvary unit was well armored, but a few times a lucky arrow hit the rider a killed him.

So, not applicable for unarmored riders (like the scouts in AOE1)

You know what else they need to change that would make sense? Remove the garrison hotkey for herdable. I believe only one civ can do that, so just allow it for that civ. The rest of the civs don’t need it. It messes up things sometimes.

They also need to add in more intelligent walling with vils. Often, I find my group of vils going to the opposite side of the wall to wall during an emergency walling from a raid.

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I agree, while it makes sense for all villages around the construction of buildings, it is annoying when you are walling to lose villagers that are working on the wrong side of the wall, I just do not know if they can do that with the meta.

It would make sense to me for all missile buildings and some of the units to do Frieldy Damage. (Similar to Onagers do)

The logic is that while firing in a “Volley” you may hit friendlies.

It could be something like Castles and Kreposts 20% chance of hitting friendlies.

Donjons and all Towers 15% chance of hitting friendlies

Scorpions 10% chance of hitting friendlies (Same for Naval units)

all bombard units and buildings or any unit with area damage, also 15% chance of damaging friendlies.