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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    • In today’s fast-paced lifestyle, convenience and efficiency matter. The Auto Mug offers a perfect blend of smart design, portability, and durability, making it an essential companion for coffee, tea, or any beverage on the go. With a focus on practicality and style, this mug ensures your drinks stay at the right temperature while simplifying your daily routine. One of the main advantages of an Auto Mug is its ease of use. Many models feature automatic lids, one-touch operation, or spill-resistant designs, allowing users to enjoy their favorite beverages without fuss. Social media and lifestyle influencers often share their experiences with Auto Mugs, highlighting how effortless it is to sip during commutes, meetings, or outdoor activities. Portability is another key feature. Designed for travel, office desks, or gym sessions, Auto Mugs are compact yet durable, fitting seamlessly into backpacks, cup holders, or workspaces. Fitness enthusiasts, commuters, and professionals appreciate a reliable mug that combines convenience with premium functionality, helping them stay hydrated throughout the day. Material quality and insulation play a critical role. Xiaoyu Auto Mugs are crafted from high-grade materials that maintain beverage temperature, prevent unwanted taste, and ensure long-term durability. Social media reviews often emphasize how the combination of safe materials and smart design enhances the drinking experience, offering both reliability and comfort for everyday use. Customization and aesthetic appeal make Auto Mugs even more attractive. Many users choose personalized designs, color options, or branded logos, making these mugs suitable for corporate gifts, promotional events, or personal expression. Lifestyle bloggers frequently showcase aesthetically pleasing mugs that complement daily routines, demonstrating that practical products can also be stylish. Eco-conscious consumers also value reusable Auto Mugs as an alternative to disposable cups. By choosing a durable, high-quality mug, individuals reduce waste while enjoying a sustainable, functional, and stylish accessory. This aligns with the growing trend of mindful consumption and responsible living. At https://www.automugfactory.com , we specialize in producing premium Auto Mugs that combine innovative design, material quality, and user-friendly features. Each mug is engineered to enhance your beverage experience, whether for commuting, office use, or outdoor adventures. With a focus on convenience, reliability, and style, Xiaoyu Auto Mugs transform everyday drinking into a more enjoyable and efficient routine. Discover our collection to find the perfect Auto Mug that matches your lifestyle and personal taste. With a trusted brand like Xiaoyu, every sip becomes effortless, stylish, and enjoyable.
    • Ever wondered how newbies new to to this game ever suffer at the start? Or will veteran competitive sweaties like gladiators bath in praise, smiling a satisfied 1v7VH Petra using only woman on an open map. Where stories go, then I'd like to listen whats its like. If you have proof to back up your claim then go ahead. I've shared mine, I don't like repeating and my memory is not that good. Easy - I'd had to tone down to supermarket(superbox? Ah yes sandbox) just to understand the gist of things, I restarted the skirmish map oasis again and again to be efficient and I tend to give up easily, I wished there was a button to restart, and then I kind of brute force my way with just basic infantry of spearman and slingers as the default civ Athenian. I didn't know capture mechanic so I was kind of pissed off, having to destroy buildings and finding that one single unit. Medium and hard are just me learning the game and getting used to it slowly. Very Hard - Was still playing scenarios, this time Briton in a night map. Had 10 champion/mercenary(?) with me, so I thought I could gather but nah they just stand there as defenders. So I continued to mass produce minding my own business a healthy civilisation until an army arrive and I lost my whole army, so I had to restart this time getting ready and producing faster. Yes they are all basic infantry but I had dogs to help. And so... I still didn't know of capture, so I had to play mouse and cat. Modded; Expert Petra(VH) - As Han, I was wondering why the AI was passive while I was building, then my army came in contact, and that 1 horse archer would run away if chased by my spearman, okay. So I'm playing with micro intense bot on steroid. I've pulled back my spearman and let my rangers do the shooting. It solves the problem, it took a while having to chase and my army spreads thin at their base. Okay I don't like this AI, so in their last workers they run and I had to chase them... 2 VH Petra - With good experience as Han, I lost the first against raid of overwhelming number, 2nd try with cheese like strategy, the building would take damage but not my army, and just like that I boom and won at 40min mark in a mountanous map(I choose any land map). It felt good ngl. I'll go continue to play vs 2 for a while. People, if you want to make your life easy, capture their CC and the AI will automatically destroy their building when the capture points decrease before 50%. You only need to chase workers now, select your whole army and control(attack anything in sight) + right click drag a curve reaching the edges of the map, your army will now walk in that directions like a death machine. Thank you to the programmer who did right click drag.
    • As some have correctly stated, flight archery (shooting upwards) was not that common, the arrow loses too much energy from air friction. For the same reason, archers wouldn’t shoot at maximum range, but at around one third of it, which means shooting straight at the enemy from a close distance (also to greately increase accuracy). Thus, the reason for missiles historically not dominating is not friendly ”fire”, although that puts constraints and I agree it should be included. The main reason is that one runs out of missiles incredibly fast. An archer can shoot around 10 arrows per minute, and can carry up to around 70 arrows (a horse archer around half that). They are done fast but in over 7 minutes because the pace cannot be kept. They need to be resupplied, like the 10000 Parthian horse archers were at Carrhae by camels, which allowed them to shoot around 2 million arrows on the Romans. Imagine the volume all that would have taken.  It’s all about logistics. This is one of the main advantages firearms had when they appeared: lead balls are small and easy to transport (let alone easier to produce). Shooting was slower but more efficient, and required less training. Friendly fire was not a big concern.   Someone proposed somewhere for ranged units having limited ammo and going back to replenish. He was closer in pinpointing the issue with ranged units, although that is not how things were done in antiquity. A baggage train would follow the army, which could be resupplied from local resources (trading, plundering, living off the land) or, in case of long term campaigns, supply lines from one’s territory. Supply depots would store supplies. Earth 2150 implemented resupplying amazingly, a building would produce automated flying units to distribute munitions to whoever needed them. No micro. One just has to keep supply lines open. For 0 A.D., a clumsy Baggage Train unit could accompany the army to resupply what’s needed (arrows for now). I think Rise of Nations had one for attrition reduction bonus when outside one’s territory. I have ideas on how to make this even more realistic, using what the game already has, but don’t want to turn this into a “supplies” discussion, unless asked.
    • I thought about rebellion considering the Carthaginian Mercenary Wars, but wanted to keep it simple for now, maybe the basic ideas has to first be tested. And that should happen if you run out of metal while the contract is on. Bribery would be interesting, but troops under Hannibal should cost a fortune for example. I forgot to say that the cooldown countdown should start after the battalion returns to their closest camp (called Embassy in the game now I remember, but sounds too formal for me, Iberian Camp would be nicer for the context), otherwise they might be instantly available after the contract is finished, which is not the idea. They need to replenish, rest, spend their hard earned money...
    • Sounds inteersting - we might also consider that - if you stop paying your mercs - they may turn hostile against you, join your adversary or at least revert to gaia "raiders"? The bribery mechanics could also be used to convert mercs to the other side. Not sure if this turns out to be too complex micro-managing for gameplay.
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