Ancient Empires is a mod for 0 A.D. Empires Ascendant, aiming at historical authenticity and gameplay rebalance. Currently I'm working alone on it, but if you are interested in helping out you can contact me. Feedback and brainstorming are very welcome as well, you can check the specific threads and add your suggestions. The mod's main goals, changes and features are listed bellow. Gameplay: The mod is closer to Age Of Kings than any other RTS game, to which the tech-tree layout and parts of gameplay are pretty similar. However many concepts from 0 A.D. have been maintained, together with ideas taken from other games, the community, as well as several of mine. The game pace is slower and a bit more macro focused compared to the main game in almost every aspect. Counters (mostly soft) are reintroduced in many cases, inspired mostly from historical unit roles. For more details check here. Civilizations: For now no new civs have been added, as balancing the existing 12 is already hard enough. The tech-tree is made more clear by having a majority of common techs and units available at standardized structures and Civ specific ones available at the Fortress (with a few exceptions clarified at the history screen). Each Civ gets a mostly new set of bonuses and champion units, which are now changed as a concept. Links to Civ threads: Athen Brit Cart Gaul Iber Mace Maur Pers Ptol Rome Sele Spart Units: Unique units, the replacement of champions, aren't necessarily the most powerful units a Civ can have. Each civ gets a historically determined base rooster from the shared units, which range from cheap Skirmishers to powerful War Elephants. Unique units often come to fill missing unit roles or add new ones and are chosen from rare units that were dissimilar in function to other, more common units. So there won't be many unit duplicates per faction, like Spearman and Superspearman with the exact same role, only different in power and cost. Some exceptions exist, as this is a still a work in progress feature. Besides unique units, some Civs have slightly varied versions of the common units. For example, in place of the weak, basic spearman, the Athenians get the more costly and powerful Hoplite. Random Maps: The mod will focus on random maps instead of skirmish maps, to reduce copy-paste build orders and keep scouting important. Major Changes: Some core features of 0 A.D. have been removed or majorly altered. Citizen-Soldiers are gone now, to make raiding the economy a more valid strategy and allow for bigger price/attribute differences between units and civs without breaking balance too much. Female citizens have been replaced with male ones until a possibility for different sexes per unit is implemented (see help needed). Structure capturing was never implemented in the mod and probably won't be. Territory influence has a softer function. It is needed for the construction of some structures and prevents enemies from building in it, but most structures can be constructed outside of it. Line of sight and attack range are generally much lower than in the main game. Starting stone and metal mines are moved right outside of the players starting territory in most random maps instead of being close to the civil centre. You can find many more ideas here (not all of those fit with the mod's concept though).