Anno Domini Classic: discussion thread part 3 (warning: lots of images on page one)

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Hey, Rob, of course its nothing personal! Like everyone said, its not a big deal, I just thought it would be a little improvment with a little effort. Seems the effort wouldn`t be so little, so I`ll just take all that back. And if you guys say the pants are OK, I`m cool with that, the kilt was just my 2 cents :)

How did you do that one-shoulder-tunic, tho? I can`t remember seeing a prop like that.. Is it of non-kinboat/utah origin?
 
How did you do that one-shoulder-tunic, tho? I can`t remember seeing a prop like that.. Is it of non-kinboat/utah origin?
The one-shoulder tunic is actually a scarf of some kind that I bought a couple of years back when I started using poser. Naturally, I've added my tartan texture to it ;) .
 
Things like that are actually not too hard to create in Poser itself, using the Cloth Room. I've made a few items of clothing for units that way and it can work very well at civ-scale if it's not too complex.
 
Things like that are actually not too hard to create in Poser itself, using the Cloth Room. I've made a few items of clothing for units that way and it can work very well at civ-scale if it's not too complex.
To be honest, I've not tried that - and, I suppose, should. Did you have to mostly work it out for yourself or does the manual actually explain it sufficiently well enough?
 
Thinking caps on please :) .

I would like some buildings to be able to be built purely in a handful of cities; not one, not all, but a few. The way in which I believe this can be achieved is to have a strategic resource and set it up so that cities need to have this resource within their city limits in order to be able to build the buildings. I'm not talking about a lot of buildings either; these cities would become the main cities in your empire. Each civ would have different buildings that could be built in such cities.

However, what could that resource be? It'd have to be one that makes sense for all these buildings - such as the soap maker for the Celtic tribes, and the whaler, which all civs can build in coastal cities. I'd also like to make early buildings, such as the school, of this ilk.
 
Thinking caps on please :) .

I would like some buildings to be able to be built purely in a handful of cities; not one, not all, but a few. The way in which I believe this can be achieved is to have a strategic resource and set it up so that cities need to have this resource within their city limits in order to be able to build the buildings. I'm not talking about a lot of buildings either; these cities would become the main cities in your empire. Each civ would have different buildings that could be built in such cities.

However, what could that resource be? It'd have to be one that makes sense for all these buildings - such as the soap maker for the Celtic tribes, and the whaler, which all civs can build in coastal cities. I'd also like to make early buildings, such as the school, of this ilk.

Soap Maker for the Gauls :mischief:

Maybe amber crafter (the Amber Road for the cities that collect and ship amber south) or salt mines for the upper European civs.

Greek Fire brewer for the Byzantines or Greeks.

Gladiator training hall for the Romans.

And I'm spent for the moment... :D

I'd also like to make early buildings, such as the school, of this ilk.
Think to the game Pharoah (or it's expansion), in order to build a scribal school, you must have papyrus.

Or maybe a concrete maker for the Romans, and have the requirement be a local volcano (I believe they used ash in their mix of concrete).

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I also keep seeing commercials on the History Channel about some dye the Israelites used, so maybe have a dye making factory that produces this strange (blue I think) dye.

Same thing with Carthage, only have the dye purple. Maybe a glass maker for Egypt, as I think (though I have serious doubts) that clear glass was first created there.

Perhaps have horse markets for Arabian civs, as the Arabians are quite well known for their horses.
 
I've now had some thoughts myself. How about using a resource (other than wood or stone) that is required within the city limits to build a builder's yard? Then the "special" buildings would require the yard to be in the city before they could be built.

My thoughts are to either use horses - supposedly to pull the wagons carrying the supplies - or tar, which could then possibly could be a prerequisite of Roman Roads?
 
I've now had some thoughts myself. How about using a resource (other than wood or stone) that is required within the city limits to build a builder's yard? Then the "special" buildings would require the yard to be in the city before they could be built.
Require concrete for the building of a cement masonry guild or something, and require both of these to build, say, baths or aqueducts.
 
MAIN idea: One unique building would be a moat draw bridge station for your citys defences or mybe added production with a water wheel constructed after the moat has been set instead. (however you see fit-you know this is golden idea) :cool:

Your city would need to be close to a fresh water source so this would limit the amount of these special buildings on the globe drastcally


Far off idea:
Even more drastically reduced in numbers would be If a city met the fresh water req and stiill need a coast req for some reason. Then the building could upgrade to a coastal fortress type attack and still add benifits to production *here IM a lil doubtful though but though a guy like you could bend a idea in place if ones possable :)
 
Thanks for the ideas everyone!! Some good ones there. I'll see if I can integrate some of them into the mod.

Meanwhile, I'd like to thank wolfhart for doing the Theodoric diplomacy for me :goodjob: .

GothDip.jpg
 
Ooh! That's a nice unit that I've been after! I'm probably going to use it as a Persian Levy Infantry (which will make up a high percentage of their force ;))
 
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