Bronze Age Battlefield Video

He means the angle the arrow penetrates the body at. No matter how good you are, you will not always strike a deer, moving or still, at the perfect angle needed. Especially since the tolerances between a clean shot and a shot that hits a rib are quite small: Therefore reducing the chances of a 1 hit kill.

While you are right, I’m not sure I trust the artists 100% here. Maybe they did get the bows right, maybe they didn’t. If we interpret the picture literally we’d have to assume that human beings where hideously malformed ;). Luckily the finds we have mentioned elsewhere do support the idea that the bows where indeed not tiny (probably because we have more wood to make good quality bows from than people in the Namib).

@tschuschi I’ll write in German and in English since I know your German is better.
Heutzutage glauben die meisten das im Neolithicum die meisten Kulturen keine Soziale Struktur hatten. Alle mitglieder der gruppe waren mehr oder weniger gleich gestellt und alles wurde gleicht geteilt. Eine richtige Hierarchie hat sich nur entwikelt als menschen sich in Doerfe und Staette niedergelassen haben (aber selbst dan ist das nicht immer passiert. Kulturen in “Alt Europa” obwohl die niedergelassen waren, und zum teil in massive sidelungen mit ueber 10.000 maenschen wohnten, ohne irgent etwas wie ein “Prinz”). Wie @Sargon gesagt hat, das erste mah, soweit mir bewusst ist, wo wir beweisen koennen das es passiert ist war in das Alte Summer.

Today most people believe that the majority of cultures in the Neolithic didn’t have a social structure. All members of a given group where more or less equal and everything was shared equally. A true Hierarchy only became established as people settled into villages and cities (and even then it didn’t always happen, a lot of cultures in “old Europe,” despite being settled and lived, in some cases, lived in large settlements with over 10,000 people without any form of “prince”). As @Sargon said, the first time, as far as I’m aware, where a social hierarchy can be proven was in Old Sumeria.

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Though my works are fiction, I don’t provide any significant social structure for the small tribes. I only add a limited social structure for the occasional very large tribe or Proto City. Even then, it’s mostly councils of Elders, priest / priestesses ( more Shaman like then anything formal), and trade specialists.

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Thank you very much for your understanding, I am really a little “disabled” in English :smirk:

On what I wanted to go out: the game begins in a time, from which we know very little, much to suspect. We also have space for speculation and could try. Would be exciting to find out whether civilization had come to the fore as we “know” it today or whether it could have taken a completely different cours

Danke sehr für dein Verständnis, bin in Englisch wirklich ein wenig “behindert”

Auf was ich hinaus wollte: Das Spiel beginnt ja in einer Zeit, aus der wir nur wenig wissen, vieles vermuten. Wir haben also auch Raum für Spekulation und könnten probieren. Wäre spannend zu erfahren, ob es zwingend zu der Zivilisation gekommen wäre, wie wir sie heute “wissen” oder ob es auch hätte einen völlig anderen Verlauf nehmen können.

3 posts were split to a new topic: Bronzezeit Schlachtfeld Video

Haha woops. Sorry should’ve remembered: English.

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2 posts were merged into an existing topic: Bronzezeit Schlachtfeld Video

Just found this video. This make me think Neolithic battles could have been in some sense very much like this.
What do you think?

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The video is interesting but just a heads up, the comment section is filled to the brim with racists.

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This is why I don’t read the comments section on my own YouTube channel.

very interesting. But, I noticed that the aim of this battle was for the enemy to seek retribution for the murder of one of their kin. Because of this, it seems that both sides were not looking for a slaughter or even a route. It just seemed as if one side wanted a death in return for the death of their kin… So, this brings me to my question of how are you guys going to simulate battles where the goal is to wipe out the other party and/or take their village? Obviously, that would be a much more aggressive kind of warfare and probably not very common. However, if we have a hostile neighbor and have the numbers to subjugate them, I’d hope that we would be able to do so.

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It would be interesting to see battles whose outcomes do not require a simple defeat of the enemy. Ritualistic killings, simple raids, wholesale massacres and everything in between. I hope there’s more to the game than battles in Warfare, but it would be interesting to see variety in that component.

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That’s kind of the point. That kind of “wipeout the other side” warfare seems to have been very uncommon from what can be pieced together. Feuds on the other hand (“My Brother was killed trying to protect our cattle from a raid so now I’m going to kill your brother”) where probably not only common then, but continued to be common right into the Historical period (In medieval germany there where thousands of feuds between families).

As far as Gameplay terms… I mean it’s a city builder, those don’t tend to have a heavy emphasis on conquering other people. But who knows, this game isn’t like other city builders.

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Remember, here it was more about the ritual itself than about winning a battle. A simple shield of willow plait would have provided proper protection against these “toys”. Already another climate zone with the necessity of wearing a coat would have influenced the selection of the weapons. And if it really is about something, a battle should not have been so harmless. But interesting.

… I did say that it wasn’t common and I was making a point about gameplay more so than real life… so, not sure why you felt the need to educate me… As far as city builders with emphasis on conquering people, I can’t think of a single example of a neolithic city builder besides this one, so does that mean that the neolithic doesn’t lend itself to being adapted into a city builder? you might be right, but I think you’re underestimating the devs. Just as a mental exercise, I can think of examples like Tropico 5 which have a significant combat mechanics built into them. In the case of Tropico 5, I could see their combat system being reworked into this game quite easily. But that’s not for me to decide.

No need to get tetchy mate, we’re here to discuss, and not every time someone discusses a point you raise is it meant as a personal attack on you.
The point is that because the kind of warefare you seem to want was so rare, and combat in city builders is really not a major focus of the game-play I don’t think there will be any emphasis on it beyond some form of raiding (with a nod to the fact that as you pointed out, Neolithic city builders are rare so who knows). I think the Neolithic is great for being adapted to a city builder, I just don’t think that combat, specifically conquest combat, really lends itself to the game type.

Think, a first evaluation will be given after the game of an alpha / beta. How long is the motivation curve without / with combat?
The game should surely be - at least conditionally - mass-portable and sellable …? How much realism must be bent into addressing an economically acceptable target group for free sale.
Think this dilemma affects all real simulations.

Behold, the power of settings. Using settings, we can quickly appeal to a target audience who wants blood while I’m checking a box provides a richer simulation for an alternate, but secondary demographic. =)

Just remember to make the settings default to the conditions of the target primary demographic.

I like the idea of having settings for combat difficulty.

A post was merged into an existing topic: Sargon

A post was merged into an existing topic: Sargon