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borg- (Estevan Borges Martins)
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User Since
Feb 17 2017, 7:33 PM (318 w, 2 d)

Recent Activity

Jan 9 2023

borg- added a comment to D4872: Add Centurions: Upgradable at a cost of 100 food 50 metal from rank 3 swordsmen and spearmen.

Seema good but historically accucary?

Jan 9 2023, 9:49 PM

Aug 2 2022

borg- added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

I guess an aura is (currently) suboptimal, as the animals may wander outside of the aura.

Aug 2 2022, 4:53 PM
borg- added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

When you open a discussion on the forum you have to be prepared to hear all kinds of opinions, ideas and suggestions. Each person wants 0 a.d to take the course he prefers. There will always be people with a view opposite to yours who tried to oppose the idea, but if there is no valid argument then you have nothing to worry about. Anyway the patch is going well here.

Aug 2 2022, 4:51 PM

Aug 1 2022

borg- added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

putting this in the forum was a mistake :c

Aug 1 2022, 11:59 PM

Jul 30 2022

borg- added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

Well, about the values I don't think op, but I would be happier with an aura to fatten the animals, like I did in my mod.

Jul 30 2022, 9:38 PM
borg- added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

Crazy me would prefer an even further vision range reduction, which would make scouting more intense and maps feel larger (without needing to increase their actual size). Or perhaps keep the 80 range and adjust the chase range in UnitAI.js

	else if (this.GetStance().respondChase)
		ret.max = visionRange * 0.85; // << This has changed from 100% to 85% of vision range. Stops units from berserking after any enemy unit in vision range.

That is a different topic and only partly related to this current differential. So, Accepted.

Jul 30 2022, 9:31 PM

Jul 29 2022

borg- abandoned D3417: [gameplay] Balance pike again.
Jul 29 2022, 5:17 PM
borg- abandoned D4731: Fix last persian changes.
Jul 29 2022, 5:15 PM
borg- updated the diff for D4722: Balance Fanatic.
  • Auras removed
  • +1 hack armor
  • Remove metal cost, half the cost of metal goes to food and half to wood
Jul 29 2022, 3:08 AM

Jul 27 2022

borg- added a comment to D3601: [gameplay] lower city phase territory increase.

I would personally just make it 1.25x each phase, but this works.

Relatedly, I think there should be a CC/colony cost reduction patch to try to encourage building CCs.

These were the values that @ValihrAnt used in his patch that worked well when I played it.

https://wildfiregames.com/forum/topic/68499-territory-mod/#comment-474946

Jul 27 2022, 5:45 PM
borg- added a comment to D3601: [gameplay] lower city phase territory increase.

I particularly think that for p2 it's ok as it is now, sometimes it's even hard to notice just looking at the minimap. The problem in my opinion is in phase 3. However, giving less gains to phase 3 than phase 2 sounds strange.
Anyway, I don't see any problems with the current patch.

Jul 27 2022, 5:26 PM

Jul 19 2022

borg- added a comment to D4722: Balance Fanatic.

ok, i'm finishing the sparta patch and today i updated this one.

Jul 19 2022, 5:00 PM

Jul 13 2022

borg- added a comment to D4722: Balance Fanatic.

I'm not convinced that the current proposed aura is the best way to go.
The attack reduction part makes them similar to the trumpeter, taking away from their (the trumpeters) uniqueness and the speed reduction on its own seems a little bit strange to me.

Looking at the history of changes regarding the fanatics: rP14774 rP20314 rP19697 rP21592 rP18910 rP18155 (not in order)
maybe one of those was just a bit too much of a nerf? Couldn't they have a nice gameplay niche and usability with the right combination of cost + armor + speed alone?

Jul 13 2022, 5:36 PM

Jul 10 2022

borg- added a comment to D4683: [Gameplay - A26] Axe cav buff — Lite — edition.

This version of patch is not to differentiate, it's just a patch to make the unit a little better. We have default on units, changing the movement speed just for that ax unit makes no sense even though i agree that the movement speed should be greater than sword. if there isn't something historically related to this increase, then I don't think it's correct.

Jul 10 2022, 7:58 PM
borg- added a comment to D4683: [Gameplay - A26] Axe cav buff — Lite — edition.

Not yet for me, it still doesn't make sense to increase repeat time attack.

Jul 10 2022, 2:23 PM

Jul 3 2022

borg- requested review of D4731: Fix last persian changes.
Jul 3 2022, 10:59 PM
borg- added a comment to D4729: Change Macedonian Team Bonus from Barter Bonus to Siege Bonus.

Certainly better than the current one.

Jul 3 2022, 3:23 PM
borg- added a comment to D4713: [balance] Han unit roster restructure.

I like some changes, mainly from archers <> crossbowmen.

Jul 3 2022, 3:22 PM

Jul 2 2022

borg- updated the diff for D4724: [Gameplay] Differentiating Persian.

Up @Freagarach changes.

Jul 2 2022, 12:29 AM

Jul 1 2022

borg- added a comment to D4724: [Gameplay] Differentiating Persian.

Maybe one last change could be to lock the move speed hero's aura to a range of 60 meters, instead of global.

Jul 1 2022, 2:19 AM

Jun 30 2022

borg- added a comment to D4722: Balance Fanatic.

I need to redo this patch. What @chrstgtr said makes sense. I find it more interesting to increase the cost of wood rather than food.
Also, I think the movement speed aura is enough, we don't need two auras, what do you think?

Jun 30 2022, 5:04 PM

Jun 28 2022

borg- added a comment to D4724: [Gameplay] Differentiating Persian.
In D4724#200857, @borg- wrote:

Ice house must allow garrison infantry and cavalry?

Historically travelers entered, but as it can only be built in their own territory now, I don't know if it's interesting to keep infantry and cavalry.

I think it's better off not garrisoned. Otherwise, they could be used as an escape route for cavalry, and they would be harder to capture.

About the patch overall, @borg-, I am inclined to accept everything except the immortals. I am still certain they are overpowered, mathematically. Perhaps they should be removed from the patch and balanced separately via a mod?

Jun 28 2022, 2:12 AM
borg- updated the diff for D4724: [Gameplay] Differentiating Persian.

Changes by @Stan
Fix Bug found by @real_tabasco_sauce (barracks can train archer champion)
Add vision and territory influence for ice house since can build only own territory (same as economic storehouse/farmstead)
Remove territory decay enemy since can build only own territory

Jun 28 2022, 2:07 AM

Jun 27 2022

borg- added a comment to D4724: [Gameplay] Differentiating Persian.

Ice house must allow garrison infantry and cavalry?

Jun 27 2022, 5:48 PM
borg- added a comment to D4724: [Gameplay] Differentiating Persian.
In D4724#200819, @Stan wrote:

Hey @borg-
Thanks for the patch.

The patch should be generated from higher, e.g in the 0ad folder not in the 0ad/binaries/data/mods/public/ folder, else it will break the CI.

Can you fix the indentation? We use two spaces for indentation in XML, not tabs.
instead of -

Jun 27 2022, 5:12 PM

Jun 26 2022

borg- updated the diff for D4724: [Gameplay] Differentiating Persian.

Fix WARNING: Researcher without ProductionQueue found: 2776 by @marder
Upload new portrait on summary

Jun 26 2022, 2:58 PM

Jun 25 2022

borg- added a comment to D4724: [Gameplay] Differentiating Persian.
In D4724#200724, @borg- wrote:

@marder I'm not getting any errors or alerts. I also looked at the logs and didn't find anything.

do you use the a26 rc or svn for testing? anyways, you need to add the <ProductionQueue/>. See for example: https://code.wildfiregames.com/D4392

Jun 25 2022, 8:24 PM

Jun 24 2022

borg- added a comment to D4721: [balancing] Han - adjust crossbow stats & training tech.

Yes it looks good now. I'm just not sure if the attack buff is enough, either way it's necessary.

Jun 24 2022, 5:06 PM
borg- added a comment to D4683: [Gameplay - A26] Axe cav buff — Lite — edition.

I'm more inclined to accept this patch over the other. I think it's simpler and can also fix the current problem. Ax Cavalry should be stronger against buildings. Currently he can fight some units, but he's not very effective in big fights, and I think that's not wrong, he must have his weak point too. How about just increasing your crush damage to 2.8 or 3.0? It becomes much more effective against buildings and something better against units as well.

Jun 24 2022, 12:08 AM

Jun 22 2022

borg- added a comment to D4713: [balance] Han unit roster restructure.
In D4713#200551, @borg- wrote:
In D4713#200338, @Stan wrote:

Might ask @AIEND specifically.

AIEND seems to support the following lineup, which is not very different:
p1: crossbow, spear, swordcav
p2: archer, Ji (halberdier), swordsman, spearcav, archer cav
p3: champions: infantry crossbow, infantry spearman, cavalry spearman, chariot archer.

For me it's perfect, the only thing i would add is crossbow cavalry. It's a different and unique unit, so why remove it without at least testing it on an alpha first? I think just a few tweaks are enough to make this unit viable.

It's a really awkward unit, at least from team game I played. The range difference between infantry crossbow and cavalry crossbows (at least for CS) made no sense. Also, conceptually a crossbow cavalry unit is confusing: how does one load a crossbow while on horseback?
However, apparently very skilled soldiers could in fact load a heavier crossbow while on horseback. Because of this, I think if a crossbow cav should return, it should be the champion crossbow cav.

Jun 22 2022, 6:18 PM
borg- accepted D4715: [balance] Han civil technologies adjustments.
Jun 22 2022, 5:31 PM
borg- added a comment to D4715: [balance] Han civil technologies adjustments.

The changes seem good to me.

Jun 22 2022, 5:31 PM
borg- accepted D4714: [balance] Adjustments to Han art of war technology.
Jun 22 2022, 5:26 PM
borg- accepted D4709: [balancing] Han - Hero adjustments .
Jun 22 2022, 5:25 PM
borg- added a comment to D4713: [balance] Han unit roster restructure.
In D4713#200338, @Stan wrote:

Might ask @AIEND specifically.

AIEND seems to support the following lineup, which is not very different:
p1: crossbow, spear, swordcav
p2: archer, Ji (halberdier), swordsman, spearcav, archer cav
p3: champions: infantry crossbow, infantry spearman, cavalry spearman, chariot archer.

Jun 22 2022, 4:53 PM
borg- added a comment to D4713: [balance] Han unit roster restructure.

What about crossbow cavalry p3?

Jun 22 2022, 12:15 PM
borg- added a comment to D4721: [balancing] Han - adjust crossbow stats & training tech.
In D4721#200518, @borg- wrote:

If affects cavalry so stable need able to research this tech too

In https://code.wildfiregames.com/D4713, crossbow cavalry are removed anyways.

Jun 22 2022, 12:15 PM
borg- added a comment to D4721: [balancing] Han - adjust crossbow stats & training tech.

If affects cavalry so stable need able to research this tech too

Jun 22 2022, 4:33 AM

Jun 21 2022

borg- added a comment to D4714: [balance] Adjustments to Han art of war technology.

I don't like how it looks now, it seems more generic and less realistic.

Jun 21 2022, 5:10 PM
borg- added a comment to D4721: [balancing] Han - adjust crossbow stats & training tech.

Why metal loot if dont cost metal?

Jun 21 2022, 3:20 AM

Jun 20 2022

borg- added a comment to D4713: [balance] Han unit roster restructure.

I full agree @marder

Jun 20 2022, 10:55 PM
borg- added a comment to D4712: [balance] Nerf celtic jav chariot.

I have other opnion. Very strong but high price.

Jun 20 2022, 9:18 PM
borg- added a comment to D4713: [balance] Han unit roster restructure.

Yes, start with crossbow is unique and fun.

Jun 20 2022, 6:50 PM
borg- added a comment to D4709: [balancing] Han - Hero adjustments .

For sure 50% is an extremely unbalanced value. 20% is a fair value, but next to technology it can be op, so I would keep 15% for technology and 15% for aura.

Jun 20 2022, 6:24 PM
borg- accepted D4711: [balance] Move ptol heroes to the fortress.
Jun 20 2022, 6:17 PM
borg- accepted D4704: [balancing] allow kushite axe champions in p2.
Jun 20 2022, 6:17 PM · Balancing
borg- added a comment to D4704: [balancing] allow kushite axe champions in p2.

Looks like fun. Overall, the unit scares me less than fanatics. I think some sneak attacks on buildings should be interesting, but I still think ax is a unit that needs to be reworked.

Jun 20 2022, 6:08 PM · Balancing
borg- added a comment to D4714: [balance] Adjustments to Han art of war technology.

I don't think it's interesting to switch from technology to aura. This is a unique technology and we need more of that kind of technology in the game. I think 15% is a fair value.

Jun 20 2022, 5:59 PM
borg- added a comment to D4711: [balance] Move ptol heroes to the fortress.

I think it's fair.

Jun 20 2022, 5:54 PM

Jun 19 2022

borg- added a comment to D4710: [balance] Adjust cost of mer cav (again).

Not better just add limit of trained mercs?

Jun 19 2022, 11:08 PM

Jun 3 2022

borg- added a comment to D4674: [Gameplay A26] - Make Hyrcanian cavalry useful.

honestly I think the patch changes unnecessary things. I think that changing the ax cavalry to phase one, and lowering cost, would be enough to have a "special" unit. Its low cost would make it a unit capable of being trained quickly and in large quantities, being able to be very effective in small fights especially in phase 1. Maybe it would increase its crush damage a little, so that it would be more effective against buildings, and maybe also a higher capture rate.

Jun 3 2022, 6:14 PM · Balancing

Jun 1 2022

borg- added a comment to D4674: [Gameplay A26] - Make Hyrcanian cavalry useful.

I didn't really understand the changes only in the _e template. Will he lose armor reaching elite? Armor and velocity change cannot be done in unit_cavalry_melee_axeman.xml template? Why is it necessary to train in elite?
At the moment only Persia uses this type of cavalry but probably other civilizations will, so it makes more sense.
Getting cavalry moving at that speed makes it basically uncountable. Spearman cavalry cannot chase.

Jun 1 2022, 6:17 PM · Balancing

Dec 30 2021

borg- abandoned D3665: [gameplay] Decrease metal cost for mercenaries.
Dec 30 2021, 5:41 PM

Sep 23 2021

borg- added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

Further reducing the need for expansion which you already see as an issue? Also Roman and Kush already have this build outside of borders feature, so not unique in any way, just reducing the uniqueness of those already having such.

Sep 23 2021, 10:57 PM
borg- added a comment to D4281: Stardardising medium warships (triremes).

I believe the higher hp are historically correct for being bigger ships, however if this is affecting the balance I suggest reducing the movement speed a little (also historically correct), adapting to their larger size and weight (also because they can carry more people). The lower movement speed adds historical value and should solve some or all of the problem, as well as avoiding making civilizations even more equal.

Sep 23 2021, 10:52 PM

Sep 17 2021

borg- added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

Britons/gauls must be a rush civ, so there may be a bonus for that, like, brit can build fortress and barracks on neutral territory for example.

For a rush civ, an early economy bonus is the most important thing. I don't see any value that being able to build a barrack in neutral gives early on. It's why the Mauryas and Ptolemies like to play extended early aggression much more than other civs.

Sep 17 2021, 2:05 PM

Sep 16 2021

borg- added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

To be honest I don't think every civilization needs to have a generic economics bonus.

Sep 16 2021, 3:39 PM

Sep 2 2021

borg- added a comment to D4249: [Gameplay] Let the mauryan working elephant build again.

Should they also be able to lay foundations then?

Sep 2 2021, 9:09 PM
borg- added a comment to D4249: [Gameplay] Let the mauryan working elephant build again.

With a mahout I see no problems.

Sep 2 2021, 7:54 PM

Aug 27 2021

borg- updated subscribers of D4233: [gameplay] Kushite bonus - cheaper farms, corrals, fishing ships..

I like to include corrals in the bonus, I'm just not sure about the values. The Kushita kingdom was incredibly rich. I don't know if it's possible (@wraitii), but it would be a very interesting bonus if the kushites player starts the game with 25% more resources than other civilizations.

Aug 27 2021, 9:56 PM
borg- added a comment to D4233: [gameplay] Kushite bonus - cheaper farms, corrals, fishing ships..

I would make the fields free. That by itself wasn’t super OP when ptol had it (it was the free storehouses and farmhouses that were the main eco benefit). Otherwise this is really just a benefit of being able to save a couple hundred wood and being able to build your first farm a couple seconds earlier.

Otherwise, I like the idea.

Aug 27 2021, 8:21 PM
borg- updated subscribers of D3738: [gameplay] Athen elite hoplite can promote to champion hoplite.

@ValihrAnt @Feldfeld @wraitii

Aug 27 2021, 7:35 PM
borg- added a comment to D4233: [gameplay] Kushite bonus - cheaper farms, corrals, fishing ships..

I think the most appropriate is "Fields -50% resource cost".

Aug 27 2021, 7:32 PM
borg- added a comment to D3731: Fix tooltip and description of Iphicratean Reforms tech..

@wraitii some opnion here?

Aug 27 2021, 7:28 PM

Jun 1 2021

borg- added a comment to D4051: [gameplay] Give ranged units hard counter against elephants.

I think it's unrealistic, but following the idea of the patch, isn't it more interesting to just lower the elephant's pierce shield?

Jun 1 2021, 4:24 PM

May 11 2021

borg- accepted D3699: [gameplay] change mercenaries again.
May 11 2021, 3:41 PM
borg- added a comment to D3867: [gameplay] remove worker elephant from civic centre.

Definitely not a good idea.

May 11 2021, 3:36 PM
borg- added a comment to D3898: [Gameplay] - Make outposts useful again..

I do not think it is necessary to use a technology to increase vision. Vision range aura should work much better and be more useful. The rest of the patch is required. The current situation was not well accepted by the players.

May 11 2021, 3:35 PM

Apr 8 2021

borg- updated the summary of D3810: [gameplay] differentiating britons part 1.
Apr 8 2021, 3:24 AM

Apr 7 2021

borg- requested review of D3810: [gameplay] differentiating britons part 1.
Apr 7 2021, 2:29 AM

Apr 6 2021

borg- added a comment to D3738: [gameplay] Athen elite hoplite can promote to champion hoplite.

Honestly, while Athenian hoplites weren't bad soldiers (probably pretty decent for their time), they didn't fare very well when matched against other Greek hoplites from Thebes or Sparta. I'd rather this "Fourth Rank" idea go to the Roman Swordsman. The fourth rank being either the Extraordinarius, or (much cooler) a new Republican Centurion unit.

Apr 6 2021, 2:38 PM

Apr 2 2021

borg- updated the diff for D3781: [gameplay] Balance stonethrower.

+5 pierce armor > +50% health
Range increased from 80 to 100.

Apr 2 2021, 12:02 AM

Apr 1 2021

borg- added a comment to D3770: two more starting resource levels.

"none" can be an interesting addition.
"Deathmatch" must have the values proposed by "Millionaire".

Apr 1 2021, 9:34 PM
borg- added a comment to D3594: have civ specific palisade wallsets.

it's an improvement.

Apr 1 2021, 9:29 PM
borg- added a comment to D3743: [gameplay] differentiate crossbowmen.

The issue is how to differentiate crossbowmen without making them more effective than archers, which would unbalance the game.

Apr 1 2021, 6:02 PM
borg- added a comment to D3743: [gameplay] differentiate crossbowmen.

Yes, I agree that historically a higher ange or crush damage is wrong. However, I don't want to be just an archer with another look.

Apr 1 2021, 2:51 PM
borg- added a comment to D3743: [gameplay] differentiate crossbowmen.

Actually handheld crossbows could be used by the besieged and the besiegers alike, just like artillery. And like artillery, modern estimates of maximum and effective range vary greatly. Sure, a crossbow is a more powerful weapon than a longbow and large artillery more powerful than small artillery, however, more powerful weapons were generally used to shoot heavier projectiles, which had a greater impact (i.e. base damage in 0 A.D.), and heavier missiles have a shorter range than lighter ones, obviously.

Apr 1 2021, 1:50 PM
borg- added a comment to D3781: [gameplay] Balance stonethrower.

Increase health and range can be quite interesting. If we keep the current range then I think we should increase the damage.

Apr 1 2021, 12:51 PM
borg- retitled D3781: [gameplay] Balance stonethrower from [gameplay] Change stonethrower/boltshooter to [gameplay] Change stonethrower/boltshooter pierce resistance.
Apr 1 2021, 2:02 AM
borg- requested review of D3781: [gameplay] Balance stonethrower.
Apr 1 2021, 1:59 AM

Mar 31 2021

borg- added a comment to D3486: [gameplay] lower soldier vision range.

I'm not sure if 70 is enough for archers with archery tradition for example.
I think these little diversifications between chariots, camels and horses are unnecessary.
I would be happy if we had a unification between infantry and cavalry. I think 75 is a reasonable number for everyone, although elephant and siege weapons may have different values.

Mar 31 2021, 11:42 PM
borg- added a comment to D3778: [gameplay] remove fortress and tower entity limits.

Fine by me,, I never saw anyone build this amount of tower or fortress in MP.

Mar 31 2021, 9:10 PM
borg- added a comment to D3779: [gameplay] unify wood gather rates.

Well i think unrealistic that women have the same mining power as men for example, but for gameplay it can be interesting to have the same collection rate for all resources, perhaps this would encourage players to take more attacks during the game, as women can supply the economy now. We would also come to CCs with men farming instead of just women. what should be better to defend.

Mar 31 2021, 8:51 PM
borg- added a comment to D3776: [gameplay] increase vision of support units.

Idk, maybe 40, but i think is not a good number for this patch, so..

Mar 31 2021, 8:21 PM
borg- added a comment to D3777: [gameplay] limit the number of domestic animals.

Two reasons why I agree with that.

Mar 31 2021, 7:53 PM
borg- added a comment to D3776: [gameplay] increase vision of support units.

I like to standardize the number, but I do not agree with the choice of 80. They are very important units economically, increasing your vision makes it very difficult harassing.

Mar 31 2021, 7:50 PM
borg- added a comment to D3758: [gameplay] differentiate movement speeds of ranged cavalry.

I have never been in favor of different speeds for common units, for me ranged/melee must have the same speed, varying only in some cases. Anyway, it is a more pleasant situation that D3735 about camel rush.

Mar 31 2021, 1:48 PM
borg- accepted D3757: [gameplay] unify pierce resistance of defensive structures.

It's good for consistency.
Although I want to see hack damage as well. Should be better in another patch, since changes in health are necessary.

Mar 31 2021, 1:43 PM

Mar 29 2021

borg- added a comment to D2854: [gameplay] introduce centre tech progression.

The rush/harras is very difficult in a24, but on the other hand with pacth it can be very easy. Balanced should work better, instead of 0 default arrow, I would choose 1 and keep <Capturable / RegenRate> 5, so we would have a total of 4 default arrows with the 3 technologies, greater than the current number. Instead of Capturable / RegenRate, we could have another more interesting bonus, like shorter training time for soldiers in the CC, increase cc range attack, etc...

Mar 29 2021, 2:00 PM

Mar 27 2021

borg- added a comment to D3757: [gameplay] unify pierce resistance of defensive structures.

No problem with these changes.
What do you think of the defense structures having hack 20? I think that soldiers should be better able to damage these structures, not just depend on siege or special units.

Mar 27 2021, 5:37 PM
borg- added a comment to D3755: [gameplay] +2 pierce resistance for javelineers.

I think it's fair, but two possible problems:

Mar 27 2021, 5:04 PM
borg- added a comment to D3688: [gameplay] hoplite_tradition tech.
Mar 27 2021, 1:08 PM
borg- updated the diff for D3688: [gameplay] hoplite_tradition tech.

tooltip by @Nescio

Mar 27 2021, 1:08 PM
borg- added a comment to D3735: [gameplay] differentiate camels.

I would actually prefer putting it in an Arab mercenary camp. To the best of my knowledge, there is no evidence for the Ptolemies fielding camel archers. That's a different discussion, though.

Mar 27 2021, 2:32 AM
borg- updated subscribers of D3680: [gameplay] tweak will to fight technology costs.
Mar 27 2021, 2:25 AM
borg- added a comment to D3680: [gameplay] tweak will to fight technology costs.

Wouldn't that bring it too close to forge technologies, though? (Those increase attack damage by 15% each.)

Mar 27 2021, 2:24 AM
borg- accepted D3668: [gameplay] unify damage of arrow-shooting structures.

See D2854.

Mar 27 2021, 1:57 AM
borg- added a comment to D3675: [Gameplay] Athenian bonus - faster technology research time.

As for this patch specifically, I would prefer it to be focused on a subset of technologies. Or if it must apply to every technology, then how about a time reduction instead of a resource discount?

Mar 27 2021, 1:45 AM

Mar 26 2021

borg- added a comment to D3688: [gameplay] hoplite_tradition tech.

The lower experience requirement affects all ranks, not just advanced.

Mar 26 2021, 7:08 PM
borg- planned changes to D3727: [gameplay] differentiating athens: democracy.
Mar 26 2021, 2:39 PM