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

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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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    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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  • Latest updates

  • Newest Posts

    • Metal is used in a lot of very important, expensive technologies. Stone is used mostly in siege weapons, production buildings and defensive techs. Slingers are exception to the rule, as they are one of the only "regular" ways to spend your excess of stone (unless you're a turtling player). Metal is also used for traders. If you want to generate resources via trade, you need a lot of metal.
    • Idk what you think of as "resource rarity". If you consider that minerals are slower to gather then wood, then consider this : Champ cavs and CS Slingers have in common that they have ~30% of their cost in minerals. Yet it's rarely the case that the stone cost of slinger are viewed to be costly, or scarce. Stone and metal have the same gather rate, so you see now that thinking that metal is making champs so much costlier isn't true at all.
    • Which is not the case as almost all champions cost a hefty amount of metal. If you include resource rarity as factor, your "Cost" column goes up considerably. If you deny metal to your enemy, he can't train a lot of champions. While you can spam CS ad infinitum to harass him. We can also nerf barter at the Market, to make it more of a utility you'd use sparingly. It mustn't serve as a substitute for not gathering a certain resource. Maybe boost the resource gain from traders a bit, to balance it out. A really good buff would be reducing or removing the metal cost for traders. I shouldn't need to pay 80 metal for a single trader.
    • Reporting @Hanisx like others have done. He quit two games against me (@manowar) when he was losing. One replay file attached here.     2025-04-24_0002.zip
    • But we integrated the community mod right ? I remember it being merged.
    • Power Cost Res Efficiency Example Melee Champ cav 4.50 2.20  2.05  Mace spear cav Ranged Champ cav 5.52 2.20  2.51  Pers cav archer Melee Champ inf 4.80 2.20  2.18  Iber sword Melee Merc inf 1.51 0.60  2.52  Carth Melee Merc cav 1.51 0.67  2.27  Carth Ranged Immortal 4.68 1.30  3.60  Pers Melee Immortal 2.55 1.30  1.96  Pers Melee Champ cav Pers/Sele 4.84 2.27  2.14  Pers/Sele   I've calculated the resource efficiency out of curiosity for a few more units that i share above. Note that the power number:  Is a multiplier of relative power to CS equivalent of a unit. In theory it should predict/indicate how much CS unit (fighting them one after the other) it can defeat before dying. In practice, damage dealing isn't continuous, the CS unit might die at 50% of it's attack animation vs the champ, so it end up being more. Doesn't take into account accuracy for ranged units. Doesn't include any techs at all. Costs also consider all resources as valuable.  
    • Como faz pra fazer o download e instalar?
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