Bridges are supposed to block boats
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The goal of Administration is to make managing large settlements difficult. Being able to import it would cheapen that, I think. Once you have bronze it isn't difficult to fully upgrade a town center, which results in a lot of excess administration for a small settlement.
You can keep growing settlements by externalizing some resource production and shipping it in. When religion is introduced you'll be able to increase administration for a cost, and a trade-off of other bonuses.
In the next update I'll be refining the riot behavior. Your citizens won't have an all out riot unless morale gets really bad. There will be less severe outbursts, like theft, sabotage, and murders.
Gardens aren't very efficient for Happiness. Happiness will be getting a rework next update and I think I'll move gardens to just be decorative.
Road upgrades are totally possible, but they would be incredibly tedious right now.
For fuel sources, things like bakeries could burn all sorts of fuel, not just wood. I'm not sure that tracking fuel usage for bakeries would really add anything interesting to the game. Maybe for Bronze Smelters, to help reinforce the idea of Bronze as an advanced and expensive material.
So far I'm planning on a Japanese themed human race, enemy only horse nomads, and a race of mushroom people.
There will also be some variations of AI humans. Ranging from simple bandits to advanced city states.
Eventually the Masklings and Mushrooms People will be moved out to built in mods, so that people who prefer more realism can disable them.
I like it. Quite a different feel than the Human race in Bronze Age. I picked a bad start with only one livingblood spot, and I've been struggling to keep up with synthesizers. It has a more hectic feel to it.
Looks like you're missing a name pattern:
Error processing pattern
at UNM.Parser.Implementation.NameParser.Process(PatternProcessingParameters parameters)
at Bronze.Common.Services.UnmNameSource.MakeUnitName(UnitData unitData, Tribe owningTribe)
at Bronze.Common.World.Data.Structure.UpdateStructureOperation(SimulationContext context)
at Bronze.Common.World.Data.Structure.StepSimulation(SimulationContext context)
at Bronze.Common.Gameplay.WorldSimulator.StepSimulation(Single elapsedSeconds)
at Bronze.Common.GameState.States.GameplayState.Update(Single elapsedSeconds, InputState inputState, IAudioService audioService, Boolean inForeground)
at Bronze.Monogame.BronzeAgeGameBase.Update(GameTime gameTime)
Inner Exception Follows
No list matching name: _T_unit_name
at Bronze.Common.Services.MultifileNamelistSource.GetNamelist(String name)
at UNM.Parser.Implementation.NameParser.ProcessSubPattern(StringBuilder resultBuilder, PatternProcessingParameters parameters, PatternToken token)
at UNM.Parser.Implementation.NameParser.DoProcess(PatternProcessingParameters parameters)
at UNM.Parser.Implementation.NameParser.Process(PatternProcessingParameters parameters)
Happened after I build some Twelper Infusers, probably when the units finished training.
Funny that you mention that, becuase I had an idea last night combining the desire for more traditional beasts of burden, and technological assimilation.
Instead of assimilating technology from capturing settlements, assimilate parts of the other tribe's culture from interacting with them over time. The difference might seem subtle, but a key difference is that you could assimilate parts of a tribe's culture that you're completely friendly with. Trade and negotiate with another tribe for long enough, and some of their culture will start to bleed over.
Part of this could be straightforward technology, but it could also be more subtle. For example, one of the races I want to add has a strict noble caste, and some buildings can only be operated by a noble. Humans interacting with them over time could have the opportunity to form a noble cast of their own.
If you take that, and mix it with the Horse Nomad race that I'd like to add you get an interesting possibility. Humans at first only have Pigs for beasts of burden, but if they interact with the Horse Nomads they could assimilate the ability to raise horses. Horses would give a direct upgrade for trade wagons and chariots. This would effectively be advancing your own culture through diplomacy, which I don't think I've ever seen before.
No promises that this will happen, but I find the idea really compelling.
Edit: for the misbehaving wagons, could be the fault of the pathing optimizer, or it could be that they're actually following the shortest route. Roads only cost 75% of the movement speed of open ground. If they had to travel twice as far to use the roads, then that wouldn't be worth it.
Wow, that's pretty!
There isn't a defending animation, nor would it fit well with the way units are simulated.
There are two attack animations, though.
Full Unit Animation List
- Idle - used when the unit isn't doing anything else
- Walk - when moving across walkable terrain
- Swim - when moving across non-walkable, swimmable terrain
- SwimCarry - just like Swim, but when the unit is carrying items
- Carry - just like Walk, but when the unit is carrying items
- Corpse - used for an effect after the unit has died
- Death - used for an effect as the unit is dying, should be short
- MeleeAttack - for fighting adjacent units, only units with a melee attack value will do this (pretty much everyone but the trade carts)
- RangedAttack - for fighting ranged units, only units with a ranged attack value will do this (skirmishers, archers, etc)
The idea of learning technology from captured settlements got me thinking. When you capture a Maskling settlement, shouldn't it stay as a Maskling settlement? Just because you own the place doesn't mean that the Masklings forget how to train rat riders.
So idea: settlements are tied to race. The majority population of a settlement determines its race, which determines what structures can be built in it. So when you capture a Maskling camp, it stays a Maskling camp and you can build Maskling structures in it. Over time the population will get used to you ruling them, and will loose their slave status, then you can create settlers to found new Maskling camps.
This would be similar to the way the ancient Persian empire functioned. Conquering people, and just replacing the ruler, leaving other aspects of the society intact.
Or, if you're so inclined, you could migrate humans into the newly conqured camp, until the population flipped the race of the settlement. That'd be a more Roman approach.
Your captured maskling pops will work just like normal ones, but cannot leave as settlers. Any captured maskling buildings can still produce maskling troops. But you cannot make new maskling buildings.
Yeah, the wiki is overrun. I'm planning on replacing it entirely, I don't really have the time to fight bots.
I haven't tried running Bronze Age on linux because I've been more focused on core gameplay features than linux support. It looks like those issues are coming from monogame, I haven't gotten that deep into the guts of the graphics framework.
There's a couple suggestions threads, and feel free to make your own as well. I've thought about making a discord group, but I'm not sure I have the time to manage that as well as the game.
As znuffy said you can build monuments. When fully upgraded they're a very efficient source of morale. If you have patches of fertile soil you can also build gardens.
Resources show up on the zoomed out map, but I like the idea of a "find a resource" window. Stellaris has an "expansion planner", and that sort of thing could work well in Bronze Age.
Towers are a good candidate for keeping vision throughout your territory. They can also slow down attackers that pass through.
Hi, thanks for the suggestions.
- Long term, I like the idea of ruins from long-dead civilizations that could be reclaimed. I'm not sure a Civilization style "goody hut" would make much sense in Bronze Age. I could see some discoveries leading to story events, though.
- Right now combat feels like a major weak part of Bronze Age. I feel like an arena mode would just make that more obvious
- Yeah, upgrading can be a bit tedious right now.
- The enemies used to have limited knowledge, which resulted in them often not finding player settlements and totally ignoring you. There's a balance that needs to be hit. In the diplomacy update (2.5) the AI will get a rework and hopefully be less cheating.
- More enemies are planned, a couple varieties of humans, and at least one more non-human race. I'm not sure there's much room for different types of Masklings, they're pretty basic.
I'm not sure which nomads you're referring to. There are the horse nomads that have been talked about a bit. They will likely not be playable, and will stay as nomads. Think of the Mongols and Huns.
In general Bronze Age is more inspired by history than based on it.
There's no hard historical context for Bronze Age, and it's not designed to have Civilization style technological advancement throughout the game.
My plan for Laws is to let players make choices about their empire to mould it to their own vision. Who should rule, the king or the priests? Is slavery allowed? How should we sacrifice to the gods? Those sort of things will be determined by Laws.
Good news! You can now have separate swimming animations. The current set of movement animations is:
- Walk - movement on walkable terrain
- Carry - like Walk, but when the unit is carrying items
- Swim - movement on non-walkable, swimmable terrain
- SwimCarry - like Swim, but when the unit is carrying items