0 A.D. (game): Wikis


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0 A.D.
Gaugamela 1600x1200.jpg
Developer(s) Wildfire Games
Publisher(s) Wildfire Games
License GPLv2
Platform(s) Linux, Windows, Mac OS X
Genre(s) Real-time strategy
Mode(s) Single-player, Multi-player
Media Free download
Input methods Keyboard, mouse

0 A.D. is a historical real-time strategy open source game, published by Wildfire Games. It will focus on the years between 500 BC and 500 AD. 0 A.D. will be released in two parts: the first will cover the 500 BC–1 BC period, and the second will span 1 AD to 500 AD. It has been in development since 2000, with actual work on the game starting in 2003. The game aims to be entirely free and open source. In addition, the developers do not get paid for their work, nor will they charge for their product. When the game is finished, it will be available for download on the internet. Developers confirmed releasing of the project as open source.[1]



0 A.D. was originally a mod concept for Age of Empires II: The Age of Kings. With limited design capabilities, the team soon turned to trying to create a full independent game based on their ideas. On July 10, 2009, Wildfire Games reported that it is switching from a closed development process to open source, making the game's code available as GPL and the art content available as CC-BY-SA.

Game content

The 0 A.D. team aims to deliver an experience that is refreshingly innovative but at the same time familiar, focusing mostly on the military aspect of real-time strategy. The game will pursue a strong sense of historical accuracy without damaging gameplay. It also aims for a high degree of replay ability by being easily moddable and the formation of a large online community. The player will have to build a city and an army following the rules of standard real-time strategy games, collecting resources and constructing buildings. The game will include multiple units and buildings specific to each civilization. It will include both land and naval units.

In-game screenshot, showing a Hellenic (Greek) town


  • Carthaginians: will have the strongest navy in the game; the fiercest contenders on the high seas. They were also masters of naval trade, extending their trade routes even beyond the pillars of Hercules and circumnavigating Africa. They deployed towered War Elephants on the battlefield to fearsome effect.
  • Celts: The Britons and Gauls are the antithesis of the rigid organization of Rome. A fierce horde of woad-painted Celtic warriors charging across the plains was a fearsome sight. They considered the bow and other ranged arms to be a weapon of cowards, and excel in hand-to-hand combat. Not known for their machines of war, they have minimal navy and siege. They construct mostly wooden buildings, which are fast and inexpensive to construct, though far less robust than their stone counterparts.
  • Hellenes: Controlling the representatives from the Hellenic region, the player has the power of Sparta, Athens and Macedonia at his command. As the forebears of philosophy, democracy, geometry, and Hellenistic art and architecture, they are considered to be civic minded. However, do not discount the strength of their stone structures, the resolve of a Hoplite in phalanx formation, or their historic ability to steal victory against seemingly insurmountable odds.
  • Iberians: The Iberians were fathers of the art of guerrilla warfare, capable of lightning strikes against an opponent and withdrawing before he can mass an offensive. Their foot units are some of the fastest and most rapid-firing in the game, particularly their Balearic Slingers. A number of their ranged units also have the unique ability to fire flaming missiles. Toledo steel grants them superior metal weaponry.
  • Persians: The Persian Empire is the most cosmopolitan civilization, levying a wide variety of troops from their vassal satrapies. Their infantry are weak and poorly-equipped, little more than cannon fodder, but can be massed in vast numbers. They have the strongest (though most expensive) cavalry in the game, and are the only civilization that features all forms of cavalry, including the fearsome cavalry archer. Their cavalry is equally exotic, including camelry, mahout elephants, and scythed chariots. They are known for their lavish wealth, grand architecture and strong trade empire through the Silk Road.
  • Romans: The great conquering imperial powerhouse that swept across Europe, the western shores of the Mediterranean and North Africa in its early days as a Republic. The Romans are notable for their regimented military, powerful siege engines, broad range of naval vessels, politics, and ability to adapt.

In future Expansion Packs, the developers hope to expand the number of available cultures by incorporating additional civilisations from 1 AD to 500 AD. The list will not be finalized until the first edition has gone gold, but possible civilisations include Imperial Rome, the Germanic tribes (including Vandals, Saxons, Goths), Sarmatians, Late Rome, Eastern Rome, Parthians, Huns and Dacians.[2]


Each Civilization's buildings will look unique, as well as be in their native language.

In-game screenshot of an Iberian walled town
  • The Civic Center is the fundamental core structure of your town or city, and controls all principal functions of your civilization. From here, you’re given the ability to train the essential economic and basic military units that are crucial to your nation’s survival, especially in the early developmental stages of your city. The civic center can also be used as a gather point for nearby resources if a resource center isn’t in your budget. In province-based game styles, construction of civic centers will be necessary for claiming new territory. Similar to Ensemble Studios' Age of Mythology, Civic Centers will have to be built over a Settlement, limiting the number of Civic Centers that can be on a map.
  • Houses are quintessential elements to the growth of your town, granting you additional living space for your citizens and soldiers. Each house you construct contributes additional space to your overall ‘population limit’, and each unit you build will fill a space in this population cap. Essentially, the more houses you have, the larger your army can be, and the easier it will be to defeat your enemies.
  • A mill will extend your gathering radius for mining stone and metal and chopping wood. You’ll then be able to salvage nearby resources that are too far from your civic center to be gathered from. You’ll also be able to improve your mining and chopping-related abilities by purchasing upgrades.
  • Farmsteads allow extended gathering radius of food sources, such as wild animals herds or nearby crops. Much like the mill, they will allow you to reach previously unattainable resources that are farther away from the center of your city, and provide a number of upgraded tools for your villagers to improve their gathering rate. Also, fields must be constructed within range of farmsteads or your civic center to be used.
  • By garrisoning animals in a corral, each animal will provide a steady trickle of food to your supply, or you can slaughter an animal for a quick burst of food in more desperate situations. Garrisoning horses, camels or elephants in a corral will reduce the production cost of units that use the animal.
  • Docks can only be constructed on the edge of a body of water, and provide all naval related services, from trading to fishing to the construction of naval war machines. Depending on the surrounding landscape and location of enemies, docks can often be central structure of your nation’s economic and diplomatic survival. If water-based transportation is required to reach enemy territory, it is crucial that docks be protected.
In-game screenshot showing off water capabilities.
  • Markets serve a number of economically related purposes, primarily consisting of bartering resources between cities and allied factions. Merchants travel back and forth between markets to exchange resources for a steady profit. Only one market can be constructed per city or territory, so location is key in order to generate the fastest income.
  • Walls are essential to the protection of your city, and will keep enemies at bay while you construct defending forces. Gates can be constructed on longer segments of walls to allow passage of your soldiers in and out of the city without compromising security. Many players find that walls can become an essential aspect of an overall defensive strategy while slowly amassing an impressive city and keeping the enemy at bay, then eventually ‘booming’ with indomitable forces.
  • Scout and guard towers can be used to provide an additional radius of sight to look out for approaching enemies, and can be upgraded to provide ranged fire to prevent enemies from entering your city limits, or to keep enemies at bay while you prepare defensive forces.
  • The Military Center, or Barracks, is where you will train the bulk of your military forces. Military technologies are also researched here in order increase the stats (attack, armour, speed, health) of your soldiers. You can build two barracks per territory.
  • In addition to providing the ability to train religious units, the Temple will provide a source of healing for any wounded civilians or soldiers that stand within its vicinity. Temples are not essential elements of your architectural conglomerate, but can be helpful if you’ve been damaged by the tides of war.
  • Fortresses are where most of the game's factions train their super units, heroes, and siege weapons (there is one notable exception). Strong, but expensive, Fortresses have ample room for a large garrison and is easily defended. One of these may be built per territory.
  • Special Buildings are structures unique to each faction and have some kind of unique function. In this image you can see the Hellenic (Greek) "Tholos" Special Building, which trains Hellenic heroes, and the Persian "Kakh" (Palace) Special Building that grants the Persian player a large economic bonus.[3]
A short promotional video of 0 A.D. (released in late 2007)

Release date

The game is still under development as of December 2009 and no release date has been set. However, when finished it will be available as a free download.

Source release

On July 10, 2009, Wildfire Games decided to release source code for 0 A.D. under the GPL 2, and the art content available under the CC-BY-SA[4]


0 A.D. was in the Top 100 Best Mods and Indies of 2008 and has been nominated for Upcoming Indie Game of the Year by Mod DB.

See also


External links


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