Hi, at first I have to say, that I'm very impressed about 0 A.D. I haven't played games on my computer for a long time, but 0 A.D. let me start doing it again. Still there are so many great things of the game, I won't like boring you in reading too much in things not helping, I will write suggestions. But don't feel sad about my criticism - it's realy a great game. I know that 0 A.D. is based on Age of Empires and not of The Settlers. I don't know anythoung about AoE, but a lot about The Settlers. Of course I know, that 0 A.D. will NOT be a clone of The Settlers (even I would like if someone would make a fork of 0 A.D. and implement Settlers 1 or 2 ). One thing of 0 A.D. looks very strange to me: you collect resources somewhere, but can use it EVERYWHERE in NO TIME. So you can go with a citizen far, far away, build a new civic center and the many other buildings, using all the resources collected in the far away part in no time. I would like to know, if it is the same in AoE? I strongly assume 0 A.D. will not implement single-resource-localization (like it is concept of The Settlers). But how about this suggestion: without showing animated transportation of the resources, maybe simple make the building-time depending on the distance of the closest resource dropsite? So for example, when the closest resource dropsite is on the left part of the screen, a building in the center will be build two times faster than the same building on the right side (of course by the same count of citizens). Still this idea has a big lack: in the example above, going far, far away, you can build first a resource dropsite and then other buildings close to it. So in this case, at least each dropsite has to keep the amount of resources in it. Opinions? Suggestions? And by the way one thing more: I'm not so happy about the (new) trade-system. Because of different geographic areas, some resources are hard to get, for example (often) metal. Concentrating on creating food in a lot of easier way and trade it to metal (or the need of getting wood in a dessert) looks not so nice to me. Of course I know that the trade-rate is changing, the more you use it, I don't like it. Oh, I can say it in other words: different maps have different personality: one is a very dry dessert, other a very woody wood, ... This should result in different strategies. But with trading: simple get the most easy resource and trade it to others. Opinions? Suggestions? Finaly repeating: don't worry about my criticism, 0 A.D. is really a great game!!!