![]() Building a TC costs so much that doing it creates an opportunity for your opponent to do a timing push: if they invest the same amount of resources in military, they have an advantage in the field while you are waiting for your TC investment to pay off. In all Age games, you need to age up to build additional Town Centers, and TCs are really expensive, so it takes a while before your worker production can really take off. On top of that, your eco grows too fast because every military building (which are cheap) can produce workers. So you have to do massive damage to make a raid worth the cost and risk. On top of that, since your soldiers are also workers, you cut into your own eco if your citizen-soldiers go on the offensive. Essentially it heavily discourages early game raiding: there is very little early-game trade-off between developing your eco and developing your military, so you can't really catch your enemy unprepared (such as in AoE if they were going for a greedy eco boom with no military backup). This sounds nice on paper but IMO the system doesn't work very well. ![]() 0AD has citizen-soldiers which can both fight and gather resources, and professional/elite units which can only fight and are only available later in the game. ![]() AoE for the most part has pure eco units (villagers, trade carts, etc) and pure military units with nothing in between (barring a few unique units or techs). I think the biggest departure is the citizen-soldier feature. In my opinion it's very fun for casual play but not nearly as tuned as the Age series for competitive play. It's been a while since I played 0AD so perhaps not everything I say is up-to-date.
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