Report [Discussion]Future the design and Vision for 0 A.D in Gameplay Discussion Posted October 28, 2022 This is how i see 0ad development since theres so many discussions, concepts, feedbacks, it seems like everyone has an idea or two. Then who gets the final say? Stan? Someone else? Multiple people? If 0A.D. was my game the first thing I'd wonder about would be 1. What do I need to change or implement? Then I'd ask myself: 2. Why do I need to change/implement it? Then I'd think whether 3. This is important change that is also worth the time it would take to implement it. Then I'd 4. Write down the list of reasons for and against it & Examine them carefully. And then finally I'd 5. Make a list of systems that will need to be altered to work with this new change & Write how altered & Examine them as well. I personally don't see how making a generic civ in phase1 or in not-yet-added phase0 is going to be a ground-breaking change that will add hundreds of hours of game time before players get bored and leave. So while this doesn't seem huge I'm also not particularly against it because to be fair it may be a positive change: Firstly, the target civ becomes an upgrade, and players love upgrading stuff. Secondly, just as Borg said, it adds element of surprise. That said this change also limits certain things. For example all the people in phase 1 or phase 0 are going to have access to the same small subset of units and buildings. Where originally ptolemies would start with slingers and seleucids with skirmishers, they both will start with the same unit after the change. Ptolemies players that started with pikes usually had slower eco cause they, well, walked much slower. As for how hard it will be to implement this change - that I don't know.