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With this kind of system, civilian and economic aspects of the game could be greatly expanded and diversified, while removing unnecessary/unpleasant micro. Its from this same surplus of civilians that you recruit fighters (who would still be controlled manually, and could still be tasked to build fortifications/infrastructure or clear forests manually, like before, but not mine or farm, or build civilian structures). The amount of available workers is determined by your civilian population minus employed people. You decide what to build, and where to build it, and the AI automatically assigns builders, and after its construction is complete, the AI assigns available workers, who become part of a running animation in the structure they work in (sometimes no more than entering and "turning on the light", or having some smoke coming from a chimney). This civilian population could be "simulated", controlled by an AI. There is a civilian population (men, women, children), which could grow dynamically based on how many houses and necessary resources you have available (mainly food, but availability of other products could influence population growth/stratification as well), supplemented by immigration. Or build more construction guilds to increase the amount of builders available. Building many things at once and can't wait for a particular structure to finish? Prioritize the building project(s) you deem most important (perhaps with levels of priority for maximum control). Available workers will now autonomously go to the site and start construction. Want to build something? Just click the the icon of what you want to build, place it, and done. In many building/strategy games, you simply have a (pop-up) panel with all your building options. Basically what I'm getting at is higher level of automation for the sake of a more realistic economy and civilian life. But it doesn't mean we can't attempt to "simulate" certain aspects of the game, especially with regard to economy (and even construction). If not, they just stand there. 0AD is not a simulator, and probably never will be, and that's fine. For example having to tell individuals (civilians) what to do all the time. One of the problems in Classic RTS is that economy and civilian life feels very unrealistic, almost dead.
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They never truly feel immersive, where other similar gaming genres have achieved an incredible feelings of immersion, especially city/town builders and economy or civilization management games, but those games always lack in combat. Mind you this is not unique to 0AD, but a problem of Classic RTS games in general. The economy and civilian aspects of 0AD feel very stale. I've suggested it before in some capacity, and will probably trie to work the idea out a little further in the future, to be able to explain it well enough (not that its so difficult to understand, I just need to find the right wording).
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I have a radical idea that I've always kind of wanted to see in 0AD that would focus the micro on battle, and economy would be more of a macro thing. Especially with regard to tree cutting and tasking and often re-tasking a specific number of women to specific fields, and even construction. Tasking individual units to do this and that. I always like to dream bigĪnother thing is that a lot of the micromanagement is tied up in the "economy".
#The black masses pc code
I'm thinking more like 24-30 could be standard, but the code supporting much more for mods.
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