0abc, a modification of “0 A.D. Empires Ascendant”, version 0.0.22 “Alpha XXII: Venustas”
- Download the zip or
git clone
this repository (https://github.com/0abc/0abc-a22.git
). - Place it in your
/0ad/mods/
folder:- GNU/Linux (e.g. Fedora) typically:
~/.local/share/0ad/mods/
- Macintosh/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 “Tools & Options” 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
- Dozens of hours of work, thousands of new files, numerous tweaks and minor changes, most of which will probably go unnoticed
- To make the game slower paced and encourage keeping your units alive, all unit training times and all technology research times are aproximately doubled
- A new resource: silver (see below)
- Warships, mercenaries, champions, and several structures consume resources (see below)
- Heroes and ships require 0 population
- Women can no longer build, but can gather resources
- citizen soldiers and slaves can both build and gather resources
- mercenary soldiers can build, but can no longer gather resources
- champion soldiers can neither build nor gather resources
- All soldiers cost at least some metal to encourage feminization
- All soldiers have their attack rate normalized to 1 second
- All soldiers (citizen, mercenary, and champion) can advance in rank:
- instead of basic/advanced/elite, units start at rank 0 and can promote a dozen times, up to rank 12;
- each rank grants +5% health, attack damage, and capture strength
- Camelry, chariotry, and elephantry are now distinct classes, separate from cavalry; as a consequence, they no longer benefit from cavalry technologies
- Cavalry, camels, and worker elephants can no longer be trained at the civic centre or crannog
- women can be trained at houses by default (no longer require a technology to be unlocked)
- Loot resources are standardized to be equal to 20% of total costs for structures; units no longer grant loot
- 0: fishing boat, merchant ship, support units, and most structures
- 10% of maximum health: army camps, centres, fortresses, outposts, towers
- 20% of maximum health: warships
- 50% of maximum health: siege weapons
- 100% of maximum health: heroes
- 30 (base) + 3 per level: dogs
- 60 (base) + 5 per level: infantry
- 90 (base) + 8 per level: camelry
- 120 (base) + 10 per level: cavalry
- 240 (base) + 20 per level: bigae
- 300 (base) + 25 per level: quadrigae
- 360 (base) + 30 per level: elephantry
- champions have +200% base loot experience
- Economic buildings and walls can be constructed in neutral territory
- All walls and towers are stronger and more expensive;
- palisades and outposts are available in village phase,
- outposts can be upgraded individually to sentry towers in town phase,
- turf walls and sentry towers are available in town phase,
- sentry towers can be upgraded individually to stone defence towers in city phase,
- stone walls and stone towers are available in city phase;
- Phase advances no longer increase citizen soldier health nor metal gather rate
- A third level of infantry and cavalry armoury researches is available; blacksmith can be constructed in village phase
- Walls, storehouses, markets, fields, farmsteads, and corrals can be constructed in neutral territory (new), as can centres, crannogs, docks, harbours, shipyards, and outposts (unchanged)
- All units are bribable (espionage: temporarily reveal their vision range)
- Conquest critical are:
- all units except fauna, women, fishing boats, healers, merchant ships, slaves, and traders
- all military structures, centres, crannogs, fortresses, palaces, and wonders
- Trade gain now depends on
x+x^1.5
(instead ofx^2
), withx
the distance between markets
- Infantry can attack anything, can capture, can build, can gather
- War dogs can not attack elephants, ships, siege engines, or structures; can not capture, build, or gather
- Cavalry can attack and capture; can not build or gather
- Camelry can attack and capture; can not build or gather
- Chariotry can not attack structures; can capture; can not build or gather
- Elephantry can attack and capture; can not build or gather
- Catafalques and heroes are indicated by a star
- Champions are indicated by an arrow
- Economic units (women, slaves, support elephants, land traders, merchant ships, and fishing boats) are indicated by a rhombus
- Healers are indicated by a cross
- Other units are indicated by a circle
- Each phase increases centre building time, health, experience, territory influence radius by +20%, and resource trickle rate by +1 silver per 7 seconds
- Centres cost by default 300 food and wood; 25 m and 50 m auras enabled
- Village phase increases centre cost by 300 wood; 75 m aura enabled
- Town phase increases centre cost by 300 stone; 100 m aura enabled
- City phase increases centre cost by 300 metal; 125 m aura enabled
- Metropolis phase increases centre cost by 300 silver; 150 m aura enabled
Silver is the new resource number one; it can not be gathered directly, but can be acquired by:
- selling resources
- traders (gain is currently any combination of silver and other resources)
- resource trickle rates (see below)
- looting structures:
- libraries grant 100 silver
- lighthouses grant 60 silver
- markets grant 30 silver
- monuments and pillars grant 20 silver
- palaces grant 150 silver
- temples grant 40 silver
- theatres grant 150 silver
- wonders grant 400 silver
And it can currently be used for:
- buying other resources (barter, market)
- a few miscellaneous technologies:
- international treaty: 250 silver (instead of 100 metal)
- shared vision: 250 silver (instead of 100 food, 100 metal)
- shared dropsites: 500 silver (instead of 200 food, 200 wood, 100 metal, 100 stone); also, three traders requirement is removed
- unlock spies: 1000 silver (instead of 500 food, 500 wood, 300 metal, 300 stone)
- counterespionage: 2000 silver (instead of 400 food, 400 metal)
- espionage: bribing cost is changed to 250 silver (instead of 500 metal); 500 silver with counterespionage (instead of 750 metal)
- training:
- slaves cost 25 food and 25 silver each (instead of 50 food and 50 metal)
- healers cost 25 food and 50 silver each (instead of 250 food only)
- infantry mercenaries cost 60 silver each (instead of other resources)
- camelry mercenaries cost 75 silver each (instead of other resources)
- cavalry mercenaries cost 90 silver each (instead of other resources)
- biga mercenaries cost 180 silver each (instead of other resources)
- quadriga mercenaries cost 240 silver each (instead of other resources)
- elephantry mercenaries cost 300 silver each (instead of other resources)
- upkeep (see below)
- Income:
- catafalques: 1 silver per 2 seconds
- centres (village phase): 1 silver per 7 seconds
- centres (town phase): 2 silver per 7 seconds
- centres (city phase): 3 silver per 7 seconds
- centres (metropolis phase): 4 silver per 7 seconds
- palaces: 1 silver per second
- wonders: 2 silver per second
- Structure upkeep:
- fortresses −1.0 silver per 7 seconds
- harbours −1.0 food and −1.0 silver per 7 seconds
- libraries −2.0 silver per 7 seconds
- lighthouse −1.0 wood per 7 seconds
- military structures −1.0 food per 7 seconds
- Unit upkeep:
- dogs: −0.01 food per 1 second
- infantry, women, healers, slaves: −0.02 food per 1 second
- traders: −0.03 food per 1 second
- camelry: −0.04 food per 1 second
- cavalry: −0.05 food per 1 second
- bigae: −0.10 food per 1 second
- quadrigae: −0.15 food per 1 second
- elephantry: −0.20 food per 1 second
- Warship upkeep:
- small bargue: −2.0 silver per 30 seconds
- small galley: −3.0 silver per 30 seconds
- medium bargue: −4.0 silver per 30 seconds
- unireme: −6.0 silver per 30 seconds
- large bargue: −8.0 silver per 30 seconds
- bireme: −12.0 silver per 30 seconds
- huge bargue: −16.0 silver per 30 seconds
- trireme: −18.0 silver per 30 seconds
- quadrireme: −24.0 silver per 30 seconds
- quinquereme: −30.0 silver per 30 seconds
- sexireme: −36.0 silver per 30 seconds
- septireme: −42.0 silver per 30 seconds
- octoreme: −48.0 silver per 30 seconds
- novireme: −54.0 silver per 30 seconds
- decereme: −60.0 silver per 30 seconds
- 0: heroes, war dogs, ships
- 1: infantry, support units, scorpions
- 2: cavalry, camels, bolt shooters
- 3: worker elephants, stone throwers
- 4: bigae (two-horsed chariots), battering rams
- 6: quadrigae (four-horsed chariots), war elephants, siege towers
- War dogs: 0.75× vs Camelry, Cavalry, Chariotry
- Infantry crossbowmen: 1.5× vs Cavalry Archers, 0.5× vs Elephantry
- Infantry archers: 1.5× vs Cavalry Archers, 0.5× vs Elephantry
- Infantry longbowmen: 1.5× vs Cavalry Archers, 0.5× vs Elephantry
- Infantry slingers: 1.5× vs Infantry Archers, 0.125× vs Siege Weapons, Structures
- Infantry javelinists: –
- Infantry axe throwers: –
- Infantry axemen: 1.5× vs Elephantry
- Infantry macemen: 0.125× vs Structures
- Infantry sabremen: –
- Infantry swordsmen: –
- Infantry longswordsmen: –
- Infantry halberdiers: –
- Infantry spearmen: –
- Infantry hoplites: –
- Infantry pikemen: –
- Camel archers: 1.5× vs Support units, 0.5× vs Elephantry
- Camel javelinists: 1.25× vs Cavalry
- Camel spearmen: 1.5× vs Cavalry, 0.5× vs Elephantry
- Cavalry crossbowmen: 1.25× vs Cavalry, 0.5× vs Elephantry, 0.125× vs Structures
- Cavalry archers: 1.5× vs Cavalry Axe-, Sabre-, and Swordsmen, 0.5× vs Elephantry
- Cavalry javelinists: 1.5× vs Chariotry
- Cavalry axemen: 0.75× vs Camelry, Chariotry, 0.5× vs Elephantry
- Cavalry sabremen: 0.75× vs Camelry, Chariotry, 0.5× vs Elephantry
- Cavalry swordsmen: 0.75× vs Camelry, Chariotry, 0.5× vs Elephantry
- Cavalry spearmen: 0.75× vs Camelry, Chariotry, 0.5× vs Elephantry
- Cavalry lancers: 0.75× vs Camelry, Chariotry, 0.5× vs Elephantry
- Archer biga chariots: 0.5× vs Elephantry
- Javelin biga chariots: 0.5× vs Elephantry
- Scythed quadriga chariots: 0.5× vs Elephantry
- Archer war elephants: 0.5× vs Elephantry
- Melee war elephants: 0.125× vs Structures
- Scorpion: –
- Bolt shooter: 1.5× vs Elephantry
- Stone thrower: 2.0× vs Ships
- Battering ram: 2.0× vs Structures
- Siege tower: –
- 20 m from economic buildings: corrals, docks, farmsteads, fields, markets, storehouses
- 30 m from military buildings: barracks, blacksmiths, camel stables, cavalry stables, chariot stables, elephant stables, embassies, military halls, siege workshops
- 40 m from temples: temples
- 60 m from towers: outpost, sentry tower, defence tower
- 75 m from fortresses: army camps, fortresses
- 150 m from centres: centres, crannogs
- Wonders each grant −10% unit training time
- with “glorious expansion” researched: +10% maximum population limit
- with “glorious expansion” researched: structures +10% territory influence radius
- Theatres each grant +2% worker gather rates
- Libraries each grant −10% structure construction time and −20% technology research time
- Celtic (Britons, Gauls):
- blacksmith technologies cost −20% resources and time;
- civic, economic, military, and resource structures have −20% health, capture points, and build time; temples cost 0 stone but +250 wood;
- economic structures grant +2 population bonus, military structures +4, temples +6;
- walls have −20% health, capture points, build time, and stone and wood costs;
- naked fanatics (champion spearmen) have +15% attack damage and +30% walk speed, but also −4 armour levels.
- Greek (Athenians, Macedonians, Spartans):
- civic structures have +20% health and capture points.
- North African (Carthaginians, Ptolemies):
- war elephants have −20% metal and wood costs and −10% training time, but also −10% attack damage and −20% maximum health.
- Tribal (Britons, Gauls, Iberians):
- centres have −20% resource cost, build time, population bonus, garrison capacity, capture points, health, loot, experience, and territory influence radius.
- Athenians:
- storehouse technologies cost −10% resources and time;
- warships have +10% walk speed.
- Britons:
- infantry swordsmen have +10% walk speed;
- sentry towers cost no stone and have −25% construction time and −10% health.
- Carthaginians:
- market technologies cost −25% resources and time;
- markets have −50% resource costs and construction time;
- ships have +20 m vision range;
- naval traders have +10% gain;
- city walls have +20% health, capture points, build time, and stone and wood costs.
- Gauls:
- infantry spearmen have +10% melee attack damage.
- Iberians:
- infantry javelinists have +10% ranged attack damage.
- Macedonians:
- cavalry lancers have +10% melee attack damage;
- siege weapons have −20% construction time;
- battering rams have +20% wood cost, +20% maximum health, +2.0 garrison capacity, but also −10% movement speed.
- Mauryas:
- no longer have +10% maximum population limit;
- soldiers −10% training time;
- city walls have −20% health, capture points, and build time, cost no stone, but +200% wood;
- battering rams have +10% wood cost and +10% maximum health, but also −5% movement speed.
- Persians:
- no longer have +10% maximum population limit;
- structures +10% territory influence radius;
- military structures −0.05 batch time multiplier;
- land traders have +10% gain;
- battering rams have +50% wood cost, +50% maximum health, +4.0 garrison capacity, but also −20% movement speed.
- Ptolemies:
- houses, corrals, farmsteads, and storehouses cost no resources but have +100% build time;
- blacksmiths, docks, markets, and military structures cost −50% wood but have +60% building time;
- healers have +3 healing range;
- battering rams have +20% wood cost, +20% maximum health, +2.0 garrison capacity, but also −10% movement speed;
- temple technologies cost −30% resources and time.
- Romans:
- barracks technologies cost −25% resources and time;
- infantry swordsmen have +10% melee attack damage;
- battering rams have +30% wood cost, +30% maximum health, +2.0 garrison capacity, but also −15% movement speed;
- stone throwers have +20% crush damage, but also cost +50.0 stone.
- Seleucids:
- centres have −25% building time (former team bonus);
- battering rams have +20% wood cost, +20% maximum health, +2.0 garrison capacity, but also −10% movement speed.
- Spartans:
- no longer have −10% maximum population limit;
- women have +30% melee attack damage;
- melee and ranged cavalry have a −10% attack damage penalty;
- hoplites have +10% walk speed.
For more detailed information, please have a look at 0abc-readme.pdf