0 A.D. (game)

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0 A.D.

Developer(s) Erik Johansson, Jason Bishop, Jason Shores, Paul Basar, Michael Hafer, Boris Hansen, Matt Sherman, Bobby Ognyanov, as well as numerous others.1
Publisher(s) Wildfire Games
License Freeware
Platform(s) Microsoft Windows, Linux, Mac OS X
Release date(s) TBA
Genre(s) Real-time strategy
Mode(s) Single player, multiplayer(speculated)
Rating(s) TBA
Media Free Download
System requirements TBA
Input methods Keyboard, mouse

0 A.D. is a historical real-time strategy freeware game, published by Wildfire Games. It will focus on the years between 500 B.C. and 500 A.D. 0 A.D. will be released in two parts: the first will cover the 500 B.C.—1 B.C. period; and the second will span from 1 A.D. to 500 A.D. It has been in development since 2000, with actual work on building the game starting in 2003. The game is notable because it is aiming to be entirely freeware, meaning 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.2

Contents

Origins

The concept behind 0 A.D. has been in the works since fall of 2000. Gamers from the Age of Empires II: The Age of Kings Tonto Clan came together to form concepts and ideas for a Age of Empires: The Rise of Rome remake. They intended to compile their ideas, and send their proposal to Ensemble Studios, the creators of the Age of Empires series. However, their idea was waylaid, due to Ensemble Studios' plans to make a mythology-based RTS (Age of Mythology).

At the same time, there was another group, called Wildfire Games, that was undertaking a mod called "Age of Empires II: Rome at War". The production of the mod began in January of 2001, and was completed in June of that same year. Because of the success of the mod, Wildfire Studios began to undertake a total conversion modification. However, much of the Age of Empires II community began playing newer games. This almost led the 0 A.D. team to disband the project and the mod team when a new impulse came.

Firstly a fantasy modding project (now a game project called The Last Alliance - also under production by Wildfire Games) began investigating the possibility of creating their own game engine to support their mod and give them total freedom. Secondly a few members of the Tonto Clan inspired the team with moral support and a wealth of resources for a game design very similar to the core concept behind the modding project. Jason Bishop (known by his nickname Wijitmaker), the project leader behind the Rome at War mod, stepped up and took the mantle of leadership from the previous 0 A.D. leader, nicknamed Sud Commander. Thus, 0 A.D. the game was born in the winter of 2001/2002.

The first six months were spent researching how to go about undertaking such a project. By that time others from the RTS community joined the team, capable of contributing to many areas of the project such as map making, scenario design, AI scripting, RMS scripting, and game design. Many hours of research have gone into the historical background behind the game. Graphic artists have spent the better part of 2 years honing their skills. The design of the game was scrutinised and debated for the better part of a year, but in the summer of 2003 a streamlined and conservative game design document was finalised. The programming department kicked into gear shortly afterwards.3

The project is currently being developed by game development hobbyists in a virtual team environment. The 0 A.D. staff is comprised of over 40 active members from countries all across the world with different backgrounds.4

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 RTS 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 with villagers collecting resources.

Civilizations

  • 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 forebearers 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 guerilla 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 A.D. to 500 A.D. So expect this section to grow after 0 A.D. is released! The list will not be finalized until the first edition has gone gold, but possible civilisations include the Germanics, Vandels, Sarmatians, Late Rome, Eastern Rome, Saxons, Parthians, Huns, Dacians, Goths and Imperial Rome.

Buildings

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

  • 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.
  • 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.
  • 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.5

Release Date

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

External links

References

  1. ^ "Department Heads :: 0 A.D. :: Wildfire Games". Wildfiregames.com. Retrieved on 2009-1-6.
  2. ^ "Does everyone like the Revision Log?". Wildfiregames.com. Retrieved on 2008-12-19.
  3. ^ "Background :: 0 A.D. :: Wildfire Games". Wildfiregames.com. Retrieved on 2008-11-13.
  4. ^ "IGN: 0 A.D". Pc.ign.com. Retrieved on 2008-11-13.
  5. ^ "0 A.D. Game 0 A.D. 2009 New Year's Update news - Mod DB". Wildfiregames.com. Retrieved on 2009-1-6.

Wikipedia content modification information:

  • This page was last modified on 6 January 2009, at 21:31.

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