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https://gitea.wildfiregames.com/0ad/0ad/issues/7979 maybe?
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Basically I think what would be nice is to have cavs used for their mobility, and not a unit that will always be the best suited in all situations as main core troop. To keep melee cav skirmishing still possible they need to have mobility, but being less effective then infantry to fight as front-lines. Restoring x2 spear cav vs cav would also make them a good choice when needing to counter ranged cavs. Strong counters is a easy way to make units more balanced overall because one player can... counter... any unit "abused" by it's opponent.
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It's x3 from existing x2.5. x3 inf polearms vs cav and x2 spear cav vs cavs were the a26 values and cavs, especially champ cavs, where still op, just not as much as now.
- Today
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Mod Volatile Market. A more various simulation of market behavior.
Arup replied to mod_3d's topic in Game Modification
I'd definitely like to test this with enough players, shame most don't use mods -
yes, I think 3x might be overkill too, but we gotta test first haha
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
@Lopess do you have any updates on the boats? I think just the bigger arrow ship should get some extra features, like shields and a sail. I'll see if I can get an emblem done. -
Mod Volatile Market. A more various simulation of market behavior.
mod_3d replied to mod_3d's topic in Game Modification
UPDATE: Version 0.8.2 - The price update interval on the Market was increased from 7 to 10 seconds. - Barter has 10 times less influence on the change of prices for resources. Thus, reverse barter deals aimed at raising or lowering prices will be unprofitable for the player. At the same time, players have the opportunity to: 1. make highly efficient barters during price jumps. 2. barter resources on roughly equal terms with other players. Examples of prices at the start of 2 games -
Widucassion joined the community
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Sounds good. I'm a little worried the 3x counter will be too much against CS cav. But we will see and adjust, if necessary.
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Alguma novidade sobre o mod?? Estou ansioso para jogar com todas as civilizações ❤️❤️
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Trying to make the maiden guard units for maury more interesting: archer: 100 wood, 90 metal 1.75 sec fire rate 90 hp, higher pierce armor, lower hack armor faster move speed and accel less range less attack prepare time swordswoman: 100 food, 90 metal lower hp less pierce armor higher hack armor faster move speed and accel https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70 - Yesterday
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3x spearmen/pikemen against cav. @chrstgtr @Arup I agree with you both on speed. Im doing the cav counter (2.5x to 3x) since it was widely requested earlier, but I’d like to experiment with some speed balance in the future.
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These civs should have been Chronicles civs. They really screwed up by making them multiplayer civs.
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How to use Delenda Est on Alpha 27
wowgetoffyourcellphone replied to Souldbyt's topic in Delenda Est
It may just be a GUI issue. -
Occasionally, the Ambush map fails to generate due to javascript out of memory error. This crashes the game. interestinglog.htmlmainlog.html
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3x for whom against whom? Ideally inf spear and inf pike get giant counter against champion cav, like 3x 4x 5x But spear cav shouldn't counter other cavs at this rate, otherwise you are basically banning all cav strategies as soon as someone makes a few spear cav.
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Speed. I think all cav could use a nerf. Setting their speed an about equal to fanatics seems about right with melee cav being slightly faster and range cav being the same as fana (also, would make fana a better counter, which I think it needs to be) also, what exactly is the 3x counter? (Just want to make sure everyone is on same page) kind of related, but melee inf should get a speed boost too. But that’s more of a range vs melee balancing issue.
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@real_tabasco_sauce slow down all cavalry. it doesn't make sense to think armored cav is so much faster than human fighter. I am pretty sure the speed difference is not realistic. Look at historical patch for suggestions and specifica
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i'm going to go ahead and do 3x counter. Anything else to do in the near term?
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Need a strategy? Just ask ChatGPT and it'll do a (half) decent job. I asked it to generate an effective strategy guide for Romans and this is what I got (minus a bunch of emojis): Here's an **effective strategy guide** for playing the **Romans** in *0 A.D.* (vanilla), focused on beginner to intermediate players but with advanced tactics sprinkled in. The Romans are a **late-game powerhouse**, so this guide will help you survive the early game, snowball in the mid-game, and dominate in the late game with elite troops and siege. --- # **Roman Republic Strategy Guide – 0 A.D.** ## Phase 1: Early Game (Village Phase) ### Objectives: * Build a strong economy * Advance quickly to Town Phase * Start teching for infantry and military upgrades ### Build Order (Start with 3 women on houses): 1. **Train more women** (fastest gatherers for food) 2. Send: * 3 women to berries * 3 men to wood * 2 men to build a house → then wood 3. Build a **Farmstead** near berries for gathering bonus 4. Build a **Field** early (once berries are low) 5. Build a **Barracks** and **Blacksmith** when wood allows **Tips:** * Use your **Scout** to explore the map and find huntables/mines * Romans can tech efficiently — prioritize economic techs in the Farmstead and Blacksmith * Transition to **farms + mining** early --- ## Phase 2: Mid Game (Town Phase) ### Objectives: * Expand economy with more women and resource diversity * Tech up to stronger units (Principes, Triarii) * Begin training military and expanding territory ### What to Do: * Build a **Market** (for trade + resource balancing) * Train **Velites** for early defense or harassment * Start mining **metal** and **stone** for upgrades and siege later * Research: * **Military upgrades** in Barracks and Blacksmith * **Economic techs** (farming, mining, building speed) ### Army Composition: Start forming a small army: * 10 Velites (javelin throwers) * 10 Hastati or Principes (anti-infantry) * 5 Triarii (anti-cavalry) **Tip:** The Romans don’t dominate in cavalry — **protect your flanks** with Triarii and use **infantry and siege** as your main tools. --- ## Phase 3: Late Game (City Phase) ### Objectives: * Dominate with elite infantry (Legionaries), siege, and fortifications * Crush enemies with Roman discipline and siege power ### Infrastructure: * Build **Fortresses** for unit production and map control * Build a **Siege Workshop** to produce: * **Ballistae** (anti-tower) * **Battering Rams** or **Scorpions** * Use **Temples** to heal your units and heroes * Train **Heroes** like **Scipio Africanus** for strong military buffs ### Final Army Composition: * 20 Legionaries (heavily armored swordsmen) * 10 Triarii * 10 Velites or archers (depending on opponent) * 3 Ballistae * 2 Rams or Scorpions * 1 Hero **Tip:** Don’t forget **armor upgrades** from the Blacksmith – your Roman troops shine with high defense and morale. --- ## Tactics & Combat Tips * **Roman armies are slow but tough**: March them as a solid formation, backed by siege. * **Use Legionaries to soak damage**, while siege units break buildings. * **Push with Fortresses** in forward positions to secure map control. * **Zone control**: Romans are great at holding chokepoints and fortifying map areas. * **Attack timing**: Don’t rush. Once your Legionaries and siege are ready, hit hard. --- ## Pro Tips & Advanced Strategy 1. **Territory Push**: Use Civic Centers + Fortresses to “creep” across the map. Control mines and choke points. 2. **Countering Cav-heavy civs**: Triarii are cost-effective and deadly to cavalry. 3. **Booming Option**: Romans can also go economic heavy and delay military with strong late-game payoffs. 4. **Tech Advantage**: Use Blacksmith and Market wisely — Rome benefits from being tech-rich. --- ## Common Mistakes to Avoid * **Neglecting economy early** – Romans need a solid eco base to get to their power spike. * **Overusing cavalry** – Roman cavalry is okay but not elite. Infantry and siege are your strength. * **Ignoring siege units** – Don’t try to brute force walls with infantry; use ballistae and rams. --- ## Optional: Mod Tips (Delenda Est) If you're using the *Delenda Est* mod, Romans become even more historically detailed with **Marian Reforms**, **Cohorts**, and new tech trees. You'll get even deeper control of the army evolution from Republican manipular lines to professional Legions. --- Pretty neat, huh?
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Your ideas are very welcome @Arup!
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Ok. Merci Je regarde ça bientôt pour Transifex
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@Seleucids You must be fun at parties!
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I think Data was programmed with resistance against prompt injection from adversaries. In First Contact, he resisted seduction attempts from the Borg queen
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Do we have a topic with all of the current "unbalanced things" that are agreed by most MP players to truly be unbalanced? As long as only those balancing issues are fixed for y'all, I don't mind. But, I wouldn't want for any "balancing fixes" to change the gameplay drastically, yet again. Aside from fixing the obvious illogical issue of having 45 women and only 5 men at 50 pop mark (which Gendered Citizens PR should fix), no radical gameplay changes should be introduced.
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JagsusIndia (Arup) is a distinguished, experienced 0ad player with extensive knowledge of all aspects of gameplay details. Over the hundreds of matches that I have played with him, he has experimented with every single civ and unit type; he has deployed every known theoretical strategy into real TGs on top of his own innovations. He has unparalleled knowledge of unpopular strategic nuances and gameplay on non-standard, extreme settings, especially about the Wonder. Therefore, he will be an exceptional balancing advisor and I will support him with technical operations. As an ex-balancing advisor, I sincerely believe that he will excel at his role and contribute momentously to fixing the balancing issues for the next release!
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