a suggestion, if I may. What about using timber and stone to build bridges? timber for low bridge and stone for naval bridge. obviously with architet's guild and work camp! also the use of aqueducts to make fountains and baths work: an aqueduct linked to a reservoir (but far from the reservoir range) built near to a fountain or bath that makes them work with a specific animation. Thanks for your incredible work and passion for this wonderful game!!
Hey, the suggestions would be realistic but let me explain why there would be issues with having this in the game. Many maps require players to build bridges early, especially low bridges and many of these maps dont have timber resource locally. Some dont even have it as an import, not all maps have timber. Stone for ships bridge can have the same problem, currently the options for maps are big. If you start limiting what has to be on a certain map to make it playable you would effectively reduce the possibilities for different maps. Now every map has to have stone or imports of it. But some maps might not want this to limit monuments for example. I hope its more clear from this, many ideas might make sense from logical or historical perspective but that doesent mean that it would have synergy with what is already in the game. :)
Thank you for creating this. I am still having an issue locating WHERE to find these uploaded developer versions. Looks like there are some phony ruckus out there
The province mechanics simillar to caesar 2 are something the devs talk about a lot in the inner circle but i have no idea when or if its going to actually be added and in what capacity.
@@Kharmazov Yes but also if it actually is something the players and the developers want. Its a bit of a process since there are some people on the Augustus team that dont make the core decision but might bring up ideas.
will the devs associate sentiment or desirability maluses to unemployed (non) walkers? I feel like this role could be filled by job seekers. ( and maybe patrician walkers could have impact too) hoping to see the worker acces come back to this game, but it would also require (for the better) to rethink the desirability system so as to better integrate business and housing into a less punitive system. hinder desirability increase rather than plain malus? primary goods could match with lower level housing (up to casa) and workshops could integrate with higher houses. could even think of distinct working cohorts linked to each different level of houses in the city. No more proxy tent system, not as much need for the global pool, and more challenge regarding prosperity levels... just putting it there. also not seeing the added value of an armory, besides possibly adding weapon supply and consumption when using auxiliaries linked to auxiliary morale( the way the lighthouse burns wood or supply post uses food, but limited for the actual time when troops are deployed)
Hey, its an idea but i have no idea if that would even be possible to really reflect. Perhaps with the sentiment since desirability suprlus does affect the sentiment as well. But currently the unemployed are there just to give the city more life and a visual que about the rate.
@@commissarmarek-main-channel im thinking about all of this because I feel like recently, a lot of effort was put in the reconquered campagn to propose maps that offer difficulty because of their size and rugged terrain, to a point where they are challenging even with overpowered cart depots, off road deliveries, and global labor. but in terms of clockwork and city design, I think there is a lot morr potential for improvement in C3 regardless of map design, and it would be awesome if the game would head that way.
about sentiment, it could very well be a condition to house level up ( but not level down, just the way desirability has a different value for level up and level down. )
@@Filou3 Right i read the above edited comments. I dont really feel qualified to speak on behalf of the devs on this so ill repost it to them on the internal discord. Thanks for the suggestions, we will see if they feel like this might be something they want.
6:50 imo adding more units is not the right way to approach a military rework. Especially since the units are largely redundant, aux swords is too close to legionaries, and archers are too close to javelins. I’d prefer the combat mechanics reworked from the ground up. For example units should not be allowed to stack into one tile, or if they are stacked like that they should receive a severe debuff. Just this one change could go a long way towards a more balanced composition lowering the effectiveness of jav deathball. I’d say first improve the vanilla combat mechanics, then add more units if you really want more flavor.
Hey, thanks for the feedback. Ill share it with the devs. Personally i dont hate the new units, i wanted a different system of tiers but that propably wont make it. As for the stacking, the AI is also very guilty of this and it could be extremely hard to prevent it doing so. The devs fixed the diamonds, sort of but the AI still does it from time to time. Also some maps are so narrow that fighting like this would become impossible or you would have to take massive losses due to not being able to stack even the melee units,
@@commissarmarek-main-channel Great points, thanks for passing on my feedback. I'm not sure what the solution is within the engine limitations, just wish the combat was more realistic and less gamey. I know warfare is not the focus here and it was mostly and afterthought in impression games. However if done right I think it can really add a lot to any city builder, for example manor lords. Now I'm not expecting manor lords combat in Caesar, however it would be really nice if a typical historical legion composition would make sense in a game about the Roman Empire, not velites spam. Perhaps this is a copout, as last resort one could force the player to make 3 to 1 to 1, legion, jav, cav.
this game is my childhood. Thank you.
I would like to thank you for the valuable work you have done in this video. Caesar's content is excellent!
a suggestion, if I may. What about using timber and stone to build bridges? timber for low bridge and stone for naval bridge. obviously with architet's guild and work camp!
also the use of aqueducts to make fountains and baths work: an aqueduct linked to a reservoir (but far from the reservoir range) built near to a fountain or bath that makes them work with a specific animation.
Thanks for your incredible work and passion for this wonderful game!!
Hey, the suggestions would be realistic but let me explain why there would be issues with having this in the game.
Many maps require players to build bridges early, especially low bridges and many of these maps dont have timber resource locally. Some dont even have it as an import, not all maps have timber.
Stone for ships bridge can have the same problem, currently the options for maps are big. If you start limiting what has to be on a certain map to make it playable you would effectively reduce the possibilities for different maps. Now every map has to have stone or imports of it. But some maps might not want this to limit monuments for example.
I hope its more clear from this, many ideas might make sense from logical or historical perspective but that doesent mean that it would have synergy with what is already in the game. :)
Always hooked for the outro ^^
Thank you for creating this. I am still having an issue locating WHERE to find these uploaded developer versions. Looks like there are some phony ruckus out there
No problem. This is the official github site github.com/Keriew/augustus
Thank you!
Empire mechanics? More cities?
I was looking for it the other day, did not know where to find it tho, navigating heaven feels tricky for me
If you mean Augustus then its on github here github.com/Keriew/augustus Its not on caesar 3 heaven. :D
I wonder when the devs will enable us players build invasion armies and raid other settlements.
I was thinking about that. Would be cool if some trade partners required being conquered and romanized first.
The province mechanics simillar to caesar 2 are something the devs talk about a lot in the inner circle but i have no idea when or if its going to actually be added and in what capacity.
@@commissarmarek-main-channel I take it that the biggest issue is itself coding in to the game such features.
@@Kharmazov Yes but also if it actually is something the players and the developers want. Its a bit of a process since there are some people on the Augustus team that dont make the core decision but might bring up ideas.
Good work
will the devs associate sentiment or desirability maluses to unemployed (non) walkers? I feel like this role could be filled by job seekers.
( and maybe patrician walkers could have impact too)
hoping to see the worker acces come back to this game, but it would also require (for the better) to rethink the desirability system so as to better integrate business and housing into a less punitive system. hinder desirability increase rather than plain malus? primary goods could match with lower level housing (up to casa) and workshops could integrate with higher houses. could even think of distinct working cohorts linked to each different level of houses in the city.
No more proxy tent system, not as much need for the global pool, and more challenge regarding prosperity levels... just putting it there. also not seeing the added value of an armory, besides possibly adding weapon supply and consumption when using auxiliaries linked to auxiliary morale( the way the lighthouse burns wood or supply post uses food, but limited for the actual time when troops are deployed)
Hey, its an idea but i have no idea if that would even be possible to really reflect. Perhaps with the sentiment since desirability suprlus does affect the sentiment as well.
But currently the unemployed are there just to give the city more life and a visual que about the rate.
@@commissarmarek-main-channel im thinking about all of this because I feel like recently, a lot of effort was put in the reconquered campagn to propose maps that offer difficulty because of their size and rugged terrain, to a point where they are challenging even with overpowered cart depots, off road deliveries, and global labor. but in terms of clockwork and city design, I think there is a lot morr potential for improvement in C3 regardless of map design, and it would be awesome if the game would head that way.
about sentiment, it could very well be a condition to house level up ( but not level down, just the way desirability has a different value for level up and level down. )
@@commissarmarek-main-channel and thanks for the awesome work you do to move C3 forward 👍
@@Filou3 Right i read the above edited comments. I dont really feel qualified to speak on behalf of the devs on this so ill repost it to them on the internal discord. Thanks for the suggestions, we will see if they feel like this might be something they want.
nice
6:50 imo adding more units is not the right way to approach a military rework. Especially since the units are largely redundant, aux swords is too close to legionaries, and archers are too close to javelins.
I’d prefer the combat mechanics reworked from the ground up. For example units should not be allowed to stack into one tile, or if they are stacked like that they should receive a severe debuff. Just this one change could go a long way towards a more balanced composition lowering the effectiveness of jav deathball.
I’d say first improve the vanilla combat mechanics, then add more units if you really want more flavor.
Hey, thanks for the feedback. Ill share it with the devs. Personally i dont hate the new units, i wanted a different system of tiers but that propably wont make it.
As for the stacking, the AI is also very guilty of this and it could be extremely hard to prevent it doing so. The devs fixed the diamonds, sort of but the AI still does it from time to time. Also some maps are so narrow that fighting like this would become impossible or you would have to take massive losses due to not being able to stack even the melee units,
@@commissarmarek-main-channel Great points, thanks for passing on my feedback. I'm not sure what the solution is within the engine limitations, just wish the combat was more realistic and less gamey.
I know warfare is not the focus here and it was mostly and afterthought in impression games. However if done right I think it can really add a lot to any city builder, for example manor lords. Now I'm not expecting manor lords combat in Caesar, however it would be really nice if a typical historical legion composition would make sense in a game about the Roman Empire, not velites spam.
Perhaps this is a copout, as last resort one could force the player to make 3 to 1 to 1, legion, jav, cav.
Make multiplayer