0abc, a modification of “0 A.D. Empires Ascendant”, version 0.0.23 “Alpha XXIII: Ken Wood”
- Download the zip or
git clone
this repository (https://github.com/0abc/0abc-a23.git
). - Place it in your
/0ad/mods/
folder:- GNU/Linux (e.g. Fedora) typically:
~/.local/share/0ad/mods/
- Apple OS X typically:
~/Library/Application\Support/0ad/mods/
- Microsoft Windows typically:
~\Documents\My Games\0ad\mods\
- GNU/Linux (e.g. Fedora) typically:
- Launch 0 A.D., click “Settings” and “Mod Selection”
- Select
0abc
, click “Enable” and “Save Configuration” - Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods”
- Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented.
- For more detailed information, please have a look at 0abc-readme.pdf
Parts of this readme might be outdated. For more accurate information, please have a look at 0abc-readme.pdf
- three phases: village, town, city
- four damage types: crush, hack, pierce, thrust
- five resources: silver, food, wood, stone, iron
- six structure categories: base, civic, defensive, economic, military, resource
- eight civilizations: Carthage, Gauls, Kush, Macedon, Mauryan India, Ptolemaic Egypt, Rome, Seleucid Empire
Changes include, but are not limited to:
- introduced a new resource: silver
- pierce damage is split into pierce (arrows) and thrust (spears)
- most units and many structures steadily consume small amounts of resources (upkeep)
- removed loot and looter, because they favour the victors, who are already at an advantage
- increased unit training and technology research times
- a greater variety of aura range visualization markers
- disabled unit promotion, heroes, team bonuses; they might be reintroduced at a later stage
- all civilization bonuses and penalties are replaced with new ones
- numerous minor tweaks and balances, most of which will probably go unnoticed
- attacks can consume resources (D2113)
- build distance restrictions apply to all players, so you can't build a centre right next to one of another player
- capturable foundations
- damage inflicted is randomized (from 50% to 150%)
- garrisoned units can occupy more than one slot (D2056)
- only silver can be obtained through traders (D1846)
- world population cap setting; each surviving player is then entitled to a 1/n share; e.g. a four player game with a world population of 600: all players have a maximum population limit of 150 at start; one player is defeated, the others can now have up to 200; then another is defeated, both survivors up to 300 (D2426)
- random maps the default (instead of skirmish maps)
- centred the minimap
- support for displaying five resources
- right selection panel can display up to 40 items (instead of 24)
- apply modifications to template values based on entity owner instead watching player (D2054)
- entity panels (heroes, relics, wonders) now also show capture bar (D2047)
- minor tweaks to tooltips and other elements
The AI no longer gets a resource stockpiling bonus or penalty, but the difficulty level determines how much time it takes to train units, build structures, or research technologies:
- Very Hard: 50%
- Hardest: 71%
- Medium: 100%
- Easy: 141%
- Very Easy: 200%
- foundations are capturable
<BuildRestrictions/Distance>
applies to other players as well, e.g. you can't build a fortress right next to one of a different player- economic structures can be constructed in neutral territory
- dropsites are just that: dropsites; all gather technologies are moved to the forge, which is now available in the village phase
- walls are stronger but also more expensive and slower to construct; all factions have palisades (village), siege walls (town), and city walls (city)
- fortresses have a territory root, are purely defensive structures, have somewhat more health, but no longer train any units
- all factions have cavalry stables (village) and arsenals (town); most have separate economic docks (village) and military shipyards (town); many have elephant stables (city)
- centre (village; neutral and own territory; conquest critical): territory root; increase population limit; food, wood, stone dropsite; train worker-infantry
- house (village; own territory; conquest critical): increase population limit; train women
- palace (city; own territory): territory root
- temple (town; own territory): heal nearby units; heal garrisoned units; train healers; research healing technologies
- pillar (town; own territory): improve nearby units; not garrisonable
- theatre (city; own territory): reduce unit training times
- library (city; own territory): reduce technology research costs
- lighthouse (city; own territory): very high vision, improve movement speed of nearby ships
- wonder (city; own territory; conquest critical): many bonuses
- outpost (village; neutral and own territory)
- small tower (village; own territory): shoots arrows
- large tower (town; own territory): shoots arrows
- fortress (city; own territory): territory root; shoots arrows
- palisade (village; allied, enemy, neutral, own territory): not garrisonable
- siege walls (town; enemy, neutral, own territory)
- city walls (city; neutral, own territory)
- farm (village; neutral and own territory): harvest grain
- farmstead (village; neutral and own territory): food dropsite
- storehouse (village; neutral and own territory): wood and stone dropsite
- forge (village; neutral and own territory): iron dropsite; research economic technologies
- market (village; neutral and own territory): barter resources; train slaves and traders; establish trade routes
- dock (village; neutral and own territory): food, wood, stone dropsite; construct fishing boats, merchant ships, barges; establish trade routes
- rotary mill (village; neutral and own territory): nearby workers improved grain gather rate
- stable (village; own territory; conquest critical): cavalry
- hall (town; own territory; conquest critical): infantry mercenaries
- arsenal (town; own territory; conquest critical): chariotry, crossbowmen, siege engines
- mercenary camp (town; neutral and own territory; conquest critical): civ-independent mercenaries
- shipyard (town; neutral and own territory; conquest critical): galleys
- barracks (town; own territory; conquest critical): infantry champions
- elephant stable (town; own territory; conquest critical): elephantry
- farm (village; neutral and own territory): harvest grain
- all units are bribable (vision sharing), except for fauna
- animals are no longer visible in fog
- female citizens renamed to women; they can no longer build or repair
- cavalry can no longer gather resources
- camelry, chariotry, and elephantry are no longer considered cavalry
- chariotry can no longer attack ships, siege, or structures
- siege weapons are no longer capturable
- battering rams can no longer attack organic units
- all factions can construct rams (town)
- all factions can train slaves (city)
Default values (can be changed by auras, technologies, etc.):
- Support:
- healer (town; temple): 30 food, 60 silver; 60 seconds
- woman (village; house): 30 food; 60 seconds
- slave (city; market): 30 silver; 30 seconds
- trader (village; market): 50 food, 50 wood, 50 iron; 30 seconds
- worker elephant (village; elephant stable): 150 food; 60 seconds
- Soldier:
- infantry: 30 food, 30 silver; 30 seconds
- camelry: 70 food, 35 silver; 45 seconds
- cavalry: 80 food, 40 silver; 60 seconds
- bigae: 160 food, 90 silver; 75 seconds
- quadrigae: 240 food, 120 silver; 75 seconds
- North African war elephants: 270 food, 270 silver; 81 seconds
- Indian war elephants: 330 food, 330 silver; 99 seconds NB: champions cost +200% silver, mercenaries 0 other resources but +100% silver
- Siege:
- ram: 100 food, 250 wood, 50 iron; 40 seconds
- large ram: 100 food, 350 wood, 50 iron; 50 seconds
- scorpio: 50 food, 50 wood, 100 iron; 60 seconds
- oxybeles: 100 food, 150 wood, 150 iron; 80 seconds
- polybolos: 100 food, 150 wood, 150 iron; 90 seconds
- stone-thrower: 100 food, 200 wood, 100 iron; 100 seconds
- siege tower: 200 food, 500 wood, 300 iron; 150 seconds
- Ship:
- fishing boat: 15 food, 60 wood; 20 seconds
- merchant ship: 30 food, 120 wood, 60 iron; 40 seconds
- fireship: 150 wood; 15 seconds
- barge: 50 food, 250 wood, 100 iron; 50 seconds
- large barge: 100 food, 400 wood, 150 iron; 80 seconds
- triaconter: 60 food, 60 wood, 30 iron; 30 seconds
- penteconter: 100 food, 100 wood, 50 iron; 45 seconds
- trireme: 300 food, 300 wood, 150 iron; 60 seconds
- quadrireme: 400 food, 400 wood, 200 iron; 75 seconds
- quinquereme: 500 food, 500 wood, 250 iron; 90 seconds
- 0: animals, catafalques, heroes, ships
- 1: infantry, women, healers, traders
- 2: camelry, cavalry, scorpio
- 3: worker elephants
- 4: bigae, battering rams, polybolos, oxybeles, stone throwers
- 5: –
- 6: quadrigae, war elephants, siege towers
Entities can have a size greater than 1 when garrisoned inside another entity:
- 1: infantry, women, healers, slaves
- 3: cavalry
- 4: camelry, traders, scorpio
- 8: bigae, polybolos, oxybeles
- 10: war elephants, battering rams
- 12: quadrigae, stone throwers
- 20: siege towers
Default values (can be changed by auras, technologies, etc.):
- 4: siege towers
- 6: battering rams
- 7: packed stone-throwers
- 8: packed bolt-shooters
- 9: support
- 10: infantry
- 12: elephantry
- 15: cavalry
- 16: bigae
- 17: quadrigae
- 18: camelry
There are four damage types (crush, hack, pierce, thrust)
- woman (15 range): 100% crush
- soldiers (infantry, cavalry, camelry, chariotry):
- lead slinger (80 range): 100% pierce
- archer (60 range): 100% pierce
- crossbowman (50 range): 67% pierce, 33% thrust
- stone slinger (40 range): 100% crush
- javelineer (30 range): 100% pierce
- throwing axeman (20 range): 33% crush, 67% hack
- maceman (melee): 100% crush
- axeman (melee): 33% crush, 67% hack
- sabreman (melee): 100% hack
- longswordsman (melee): 75% hack, 25% thrust
- swordsman (melee): 50% hack, 50% thrust
- spearman (melee): 100% thrust
- pikeman (melee): 50% pierce, 50% thrust
- cavalry lancer (melee): 20% crush, 80% thrust
- scythed chariot (melee): 20% crush, 40% hack, 40% thrust
- elephant (melee): 100% crush
- siege:
- ram (melee): 100% crush
- bolt shooter (15–90 range): 67% pierce, 33% thrust
- stone thrower (30–90 range): 100% crush
- tower (10–60+15 range): 75% pierce, 25% crush
- fireship: 25% each
- wargalleys: melee 100% crush, ranged 100% pierce
- structures (ranged): 100% pierce
- melee infantry: –
- ranged infantry: –
- melee cavalry: 0.75× vs Chariotry, 0.5× vs Elephantry
- ranged cavalry: –
- melee camelry: 0.5× vs Elephantry
- ranged camelry: –
- chariotry: –
- war elephants: –
- bolt shooters: 1.5× vs Elephantry
- stone throwers: 2.0× vs Ships
- battering rams: 2.0× vs Defensive
- siege towers: 1.5× vs Towers
- {Centre} Settlement Core (75 m): workers +20% build rate, −20% resource gather base speed.
- {Library} Power of Knowledge (global): technologies −20% research time per library owned.
- {Iberian Pillar} Religious Fervour (50 m): soldiers +20% melee and ranged attack damage.
- {Mauryan Pillar} Edicts of Ashoka (75 m): traders +20% movement speed.
- {Rotary Mill} Farming Bonus (60 m): workers +20% farming gather rate.
- {Theatre} Hellenization (global): units −5% training time per theatre owned.
- {Wonder} Monumental Awe (100 m): enemy units −5% movement speed.
- {Wonder} Symbol of Greatness (global): structures +10% territory influence radius per wonder owned.
- {Wonder} Glorious Expansion (global): +10% maximum population limit per wonder owned (requires “Glorious Expansion” technology).
- Champion: +200% silver cost, +100% training time, +50% health, +2 armour levels, +100% capture attack strength, +50% melee and ranged attack damage.
- Veteran: +50% silver cost, +50% training time, +20% health, +1 armour levels, +50% capture attack strength, +30% melee and ranged attack damage.
- Mercenary: +100% silver cost, 0 other resource costs, −50% training time, +10% health, +25% capture attack strength, +15% melee and ranged attack damage.
- Cataphract: +20% silver cost, +2 armour levels, −5% movement speed.
All bonuses and penalties from the default distribution have been removed.
- Carthage:
- Punic Industry:
- Market technologies −30% resource costs and research time.
- Punic Architecture:
- Markets −50% wood cost;
- City Walls +25% stone cost, −25% wood cost, +20% build time, +20% health.
- Punic Merchants:
- Traders and Merchant Ships −15% training time.
- Punic Industry:
- Gauls:
- Celtic Population:
- House technologies −40% resource costs and research time.
- Celtic Architecture:
- Centres 0 stone cost, +150% wood cost, −20% build time, −20% health, −10% territory influence radius;
- Economic Structures −15% build time, −15% health;
- Fortresses −50% stone cost, +100% wood cost;
- Military Structures −20% build time, −20% health;
- City Walls −10% build time, −10% health;
- Temples 0 stone cost, +200% wood cost, −40% build time, −40% health.
- Druidism:
- Healers +2 armour levels.
- Gallic Cavalry:
- Melee Cavalry −15% training time.
- Celtic Population:
- Kush:
- Priesthood of Amun:
- Temple technologies −10% resource costs and research time.
- Kushite Architecture:
- Economic Structures −70% wood cost, +100% build time.
- Priesthood of Amun:
- Macedon:
- Royal Woods and Mines:
- Forge technologies −10% resource costs and research time.
- Greek Architecture:
- Military Structures −10% build time;
- Macedonian Engineers:
- Siege Engines −15% construction time.
- Royal Woods and Mines:
- Mauryas:
- Indian Gold:
- Palace technologies −10% resource costs and research time.
- Indian Architecture:
- Centres 0 stone cost, +200% wood cost, +5 population bonus, +10 garrison capacity;
- Economic Structures −10% wood cost, −10% build time, −10% health;
- City Walls 0 stone cost, +200% wood cost, −25% build time, −25% health;
- Temples 0 stone cost, +300% wood cost, −20% build time, −20% health.
- Indian Elephants:
- Elephants −15% training time.
- Subsidized Missionaries:
- Healers −50% silver cost.
- Indian Gold:
- Ptolemies:
- Egyptian Navy:
- Naval technologies −25% resource costs and research time.
- Egyptian Architecture:
- Economic Structures −70% wood cost, +100% build time.
- Egyptian Medicine:
- Healers −20% healing time.
- Egyptian Navy:
- Rome:
- Roman Arsenals:
- Arsenal technologies −50% resource costs and research time.
- Roman Architecture:
- Wooden Walls −10% build time;
- City Walls +10% stone cost, +10% wood cost, +10% build time, +10% health.
- Roman Engineers:
- Catapults +25% wood cost, +20% health, +25% ranged attack crush damage.
- Roman Arsenals:
- Seleucids:
- Royal Cavalry:
- Stable technologies −20% resource costs and research time.
- Syrian Architecture:
- Starting Centre +30% resource costs, +30% build time, +5 population bonus, +10 garrison capacity, +30% health, +30% capture points, +11% territory influence and weight, +10 vision range.
- Royal Cavalry:
—
On random maps, all factions start with:
- a centre
- Seleucids start with a (unbuildable) larger centre
- infantry:
- 5 archers: Kush, Mauryas
- 5 javelineers: —
- 5 sabremen: Rome
- 5 swordsmen: Gauls
- 5 spearmen: Carthage
- 5 pikemen: Macedon, Ptolemies, Seleucids
- cavalry:
- 1 javelineer: Mauryas
- 1 spearman: Rome
- 1 spearman champion: Gauls, Kushites, Ptolemies
- 1 lancer champion: Carthage, Macedon, Seleucids
- an healer
- animals worth 300 food:
- 4 goats: Ptolemies
- 3 sheep: Carthage, Kush, Macedon, Seleucids
- 2 pigs: Gauls, Rome
- 1 cow: Mauryas
- extra:
- 1 worker elephant: Mauryas
- actors:
- a new, much lower Roman centre
- military shipyards for all civilizations (as opposed to economic docks)
- kid (young goat), lamb (young sheep), piglet (young pig), calf (young cow), foal (young horse)
- mule (mare × jack), Bactrian camel, wild camel, hybrid camel (Bactrian × dromedary)
- duck, goose, swan, guineafowl, pheasant, turkey
- more chariots: Kushite biga archer, Libyan biga javelineer, Carthaginian heavy quadriga
- animations:
- melee attack for scythed chariots (pers b/a/e, sele c)
- ranged attack for slaves and women (crouch down to pick up stones, then throw them)
- ranged attack for fishermen (hurl harpoon)
- gather meat animation for fishermen (chop at carcass)
- gather fish animation for infantry, slaves, and women (spearfishing)
- animations for animals that are present in game but don't have any yet (at the very least: bear, dragon, African baby elephant, fox, muskox, pig, walrus, wildebeest)
- swimming animations for crocodile
- icons (transparent background, 128×128, PNG):
- twelve Roman numerals (golden interior): i, ii, iii, iv, v, vi, vii, viii, ix, x, xi, xii
- six melee weapons (black border, white interior): pike, spear, gladius/xiphos/sword, falcata/kopis/sabre, sagaris/axe, mace
- six ranged weapons (black border, white interior): javelin, bow-and-arrow, crossbow, sling, staff sling, throwing axe
- six unit categories (black border, white interior): infantry, cavalry, camelry, chariotry, elephantry, artillery (maybe chess-like?)
- six resources (realistically coloured): bricks, charcoal, cheese, fish, fruit, time (clock)
- AI (Petra):
- build forges near metal mines
- be capable of upgrading individual entities (e.g. small tower → large tower or Roman worker → ''hastatus'' → ''princeps'' → ''triarius'')
- be able to build and maintain walls
- replace all hard-coded template file name paths with classes
- attach points for units (e.g. chariots, elephants), to allow soldiers to fight and be killed independently from the unit that's carrying them
- resource variance: resource suppliers now start with a random amount between
<ResourceSupply/Min>
and<ResourceSupply/Max>
. - elevation bonus is taken into account for attack range visualization
- elevation bonus applies to vision range as well
- different ranged attacks for different garrisoned units (e.g. archers, javelineers, and stone-throwers on quinqueremes)
- pressing
Home
hotkey would cycle you through your centres - if using shared dropsites, the structure owner gets a 10% fee
- increase entity costs depending on the number of entities of a certain class (e.g. first barracks cost 250 wood, second 300, third 350, etc.)
- increase technology costs depending on the number of entities of a certain class (e.g. 200 food base + 10 metal for each soldier)
- new victory condition: win by centre count (e.g. control at least 10 centres for 10 minutes)
- new map wall setting: start with only a centre (default); start with a centre and palisades; start with a centre and wooden town walls; start with centre and stone city walls.
- phase advance notifications are communicated to all players (instead of only to allies)
- phases of all players are displayed in diplomacy window