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0abc, a modification of “0 A.D. Empires Ascendant”, version 0.0.23 “Alpha XXIII: Ken Wood”

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0 A.D. is Actually Before Christ

0abc, a modification of “0 A.D. Empires Ascendant”, version 0.0.23 “Alpha XXIII: Ken Wood”

Table of Contents

Instructions

  • 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\
  • 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

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Overview

Parts of this readme might be outdated.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

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Mechanics

  • 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)

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GUI

  • 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

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AI

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%

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Structures

  • 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)

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Base

  • 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

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Civic

  • 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

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Defensive

  • 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)

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Economic

  • 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

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Military

  • 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

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Resource

  • farm (village; neutral and own territory): harvest grain

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Units

  • 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)

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Recruitment costs

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

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Population costs

  • 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

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Garrisonable size

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

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Walk speed

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

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Damage types

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

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Bonus attacks

  • 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

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Auras and technologies

Structure auras

  • {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).

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Class bonuses

  • 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.

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Civilization bonuses

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.
  • 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.
  • Kush:
    • Priesthood of Amun:
      • Temple technologies −10% resource costs and research time.
    • Kushite Architecture:
      • Economic Structures −70% wood cost, +100% build time.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

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Team bonuses

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Starting units

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

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Requests

Art

  • 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)

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Features

  • 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

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0abc, a modification of “0 A.D. Empires Ascendant”, version 0.0.23 “Alpha XXIII: Ken Wood”

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