0 A.D. is a new freeware real-time strategy title currently under development by Wildfire Games. The full-featured game will showcases six unique classical civilizations, each depicted at their peak of economic growth and military prowess. Developed using a ground-breaking new game engine custom built to suit our needs, 0 A.D. will give players a rich and entertaining real-time gaming experience, peppered with historical authenticity.

Report article 0 A.D. 2009 New Year's Update

It's the new year and 0 A.D. has a brand new showcase for you to enjoy featuring all of the different structural giants you'll be utilizing during gameplay. The programming department has been hard at work perfecting multiplayer connection and response.

Posted by PrplPplEater on Jan 6th, 2009 digg this super bookmark


0 A.D. News Update

The new year is finally here, and 0 A.D. is still going strong. We've been hard at work in all departments, and we're quite pleased with the strides of progress made in the months since our last news announcement. There are still a few key gameplay elements to be implemented before any release could be an accurate representation of how the game will be played. To start the year off, we've decided to give you a sneak preview of what sort of structures you'll be seeing in 0 A.D. and how each will contribute to your city.

Click on an image to enlarge it, or hover over it to see what civilization it's from.

Iberian civic center
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.


Celtic Houses
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.


Roman and Iberian Mills
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.


Persian and Iberian Farmsteads 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.


Generic corral
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.


Hellenic and Carthaginian Docks
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. 


Persian Market, front and back
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.

Celtic Wall 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.

Carthaginian and Persian Towers
Scout and guard towers can be used to provide an additional radius of sight to look out for approaching enemies, and can be utilized to provide ranged fire to prevent enemies from entering your city limits, or to keep enemies at bay while you prepare defensive forces.


Persian Barracks 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.



Persian and Roman Temples
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.


Roman Fortress
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.


Hellenic 'Tholos' and Persian 'Kakh'
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.



As with many other aspects of the game, the team has gone to extensive lengths to ensure that buildings are not all copies of each other, and in some cases, several models have been made for the same building. You may have noticed from the screenshots that many of the architectural styles are faction-specific, and all the buildings from a specific faction look very much alike. This artistic device was instituted to facilitate player-faction familiarization. Concurrently, we didn’t want to make every structure of the same faction and class look exactly the same, and have employed several methods of building randomization while still adhering to culture-specific artistic value, much like the way units are randomized using props. Look forward to more information on this in the future, among many other surprises we've got in store for a great year.

Thanks for reading our news update, and we hope you enjoyed it!

Bob Kimball, WFG Texture Artist 

Comments
MrBlack103
MrBlack103 Jan 6 2009, 3:38am says:

Funny... I was thinking about requesting a list of buildings that were going to be in the gae just yesterday. Anyways, yet again, there is no way to describe how excited about this I am! Great work!

(I STILL can't beleive this is going to be free!)

+4 votes     reply to comment
Silverfisk
Silverfisk Jan 6 2009, 4:38am says:

This is pretty cool, I like how you limit the amount of buildings a player can build of a certain building per territory.

Looking forward to get to play the game. This could very well be something to play on LAN parties ad stuff.

+3 votes     reply to comment
Mythos_Ruler
Mythos_Ruler Jan 7 2009, 2:00am replied:

We'll encourage everybody to "pirate" the game as much as possible when it's done. ;)

+3 votes     reply to comment
Mastix
Mastix Jan 6 2009, 4:47am says:

First time I notice this game, looks like a very fun RTS with cool artistic design!

+3 votes     reply to comment
BradNewsom
BradNewsom Jan 6 2009, 3:01pm replied:

Indeed, but the artistic design is called Realism.....

+3 votes     reply to comment
reaven
reaven Jan 6 2009, 6:15am says:

looks very nice, keep it up!

+3 votes     reply to comment
Rich_Zap
Rich_Zap Jan 6 2009, 6:50am says:

Wow why havent i noticed this before O.O

+3 votes     reply to comment
Betelgeuze
Betelgeuze Jan 6 2009, 6:58am says:

Ive been following the development of this game for years now, Im not an RTS gamer but this will be an exception!

+4 votes     reply to comment
udm
udm Jan 6 2009, 7:31am says:

This looks very nice indeed. I just noticed it today. Looking good, will be tracking it

+4 votes     reply to comment
MythicRuler
MythicRuler Jan 6 2009, 12:16pm says:

Excellent work! It looks like this game is a combination of the "Age of" series with a nice of of Empire Earth territories. Very cool!

+3 votes     reply to comment
Brightgalrs
Brightgalrs Jan 6 2009, 2:24pm says:

Very nice!
Good work Wildfire Games.

+2 votes     reply to comment
timo0n
timo0n Jan 6 2009, 2:59pm says:

nice work.
good luck guys

+3 votes     reply to comment
blablahead
blablahead Jan 6 2009, 5:44pm says:

Wow, once again this is awesome!

+3 votes     reply to comment
CaptainSource
CaptainSource Jan 6 2009, 7:23pm says:

Quality work and very nice update...

+4 votes     reply to comment
Mr_Cyberpunk
Mr_Cyberpunk Jan 7 2009, 12:51am says:

Can't wait for this. World needs MOAR games like this. Isometric 3D ftw!

+3 votes     reply to comment
Jashin
Jashin May 24 2009, 2:32am says:

love it!!

+1 vote     reply to comment
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0 A.D.
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Wildfire Games
Engine
Pyrogenesis
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Single & Multiplayer Real Time Strategy
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Pyrogenesis
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