I presume it is deliberate that walled cities now have much lower defensive strengths,
Yep. Cities and forts now have fixed defensive strengths based on their pop, size and defensive rating. The garrison now acts as a shield reducing siege damage similar to how the unit's missile defense works. A max garrison reduces siege attacks by 90% meaning a fully garrisoned city has roughly 10x the defense of an ungarrisoned city. The overall strength should work out roughly equal to what they were before but the new system means that city's defenses won't fluctuate as much as they used to and your garrison will have an immediate effect on the city's defenses rather than having to wait for the city's defenses to build. Further, continuing the effort we've been making in Gold to increase the lasting impact of combat, the garrison now takes damage during a siege and a city's defenses take longer to recover so that even an unsuccessful siege should result in some lasting impact.
Time for the first critics :P I like the idea of the fixed lower hitpoints for cities and forts, but maybe you should consider limiting the catapults damage on walls as well.
Sorry. We were testing almost entirely in the new scenarios without catapults and I missed the fact that catapult damage is calculated in a different place in the code (despite there being a large TODO message that was supposed to remind me to merge the code). As you pointed out catapults will be overpowered in this version as the garrison won't affect damage. I've fixed this now and it will be included in the next update. On the upside at least the AI doesn't use catapults yet :)
Hello, is it fair to ask replies to be made in ENGLISH in order for everyone to have a chance of understanding? No offense, Daniela,
Fortunately we have google translate to handle things like this. However, given its ineloquent translations I can't blame someone for writing in their native language and letting the readers get the machine version.
Regarding capturing enemy ships. It is something we worked on earlier in development because it was a significant factor in naval warfare at the time. Unfortunately we ran into a number of balancing problems and had to remove it. Beached enemy ships can be attacked by land units but you can only get new ships by building them in cities.
Regarding the sheep: in the latest version you can move the flocks into cities in order to load them on ships or safeguard them for use later but new flocks only appear during the spring lambing period at the pasture sites marked by fences on the map.
Regarding the villas: it was the original idea that they represented estates for the generals which would have included some sort of agriculture. However, when we changed how generals were awarded in gold we decided to remove villas altogether for clarity rather than try to adapt their functionality to be some sort of secondary food or gold resource. We have had a number of comments from users who want to use slaves or workers for food production and we're considering how to implement that into a future release but I don't think it will happen in Gold.
Regarding splitting slaves: honestly the main reason we don't have an option for splitting slaves again is that making an interface for it would be fairly time consuming and we haven't heard that there is much demand for it. Most people seem to have extra slaves so they haven't minded if they have a few extras in a mine. We can certainly consider this if the demand is there but we have to balance it with the ton of other feature requests we have.
Finally, regarding tilting the camera: I'll be the first to admit that I enjoy having a really flexible camera but we avoided it in Hegemony because it significantly complicates performance and adds the need for some sort of artificial distance fog without adding much to the actual gameplay. We've got it on our wish list for the project after Gold but there are a lot of things ahead of it so I can't make any guarantees.
How do you mod friendly plan is making the game? I'd love to make the Persian controlled part of Ionia playable, but start the game allied with Persia if you play as Persia, but just with a truce with Persia if you play as Ionia, and take away Persia's ability to train hoplites away because in reality only the Ionian states would have had hoplites anyway. I'd love to make The Persian controlled part of Ionia playable, to start the game Allied With Persia if you play as Persia, to just With A With truce if you play as Persia Ionia, and take away Persia's Ability to train away Because hoplites in reality only states Would Have The Ionian hoplites HAD anyway.
At the moment we've tried to keep all of our files pretty open so that you're welcome to mess around with them but we haven't had the resources to make our internal tools releasable. I believe it would be possible to setup the scenario you're describing by modifying the scenario files in resources/entities/campaigns, however there would be quite a few changes to make to get everything working including defining a new faction and make strings for it in the language file.