0 A.D. … A Wildfire Game
Gameplay Features
– Unique civilizations: In 0 A.D. each civilization will be unique in its
appearance, units, structures, and technology trees.
– Citizen soldiers: There will be no standard villager unit. Instead,
regular infantry and cavalry have not only military capabilities, but
also economic, making them substantially more versatile than in
typical RTS games.
– Unit auto-upgrading: Citizen Soldiers will gain experience and
automatically gain promotions. With each rank, they become stronger,
and don a unique appearance but also get gradually worse at civilian
tasks.
– Units on structures and ships: Gone are the days of units disappearing
into buildings and transport ships. Some garrisoned units will be visible
on the battlements of structures or the decks of ships, and capable of
firing on opponents at range.
– Realistic naval warfare: No more tiny ships sinking other ships with
arrows. Ship gameplay will include a variety of new features in RTS
games, like much larger ship sizes, ship capture, sea rams, and a
modular design that allows catapults to be stationed on the decks, and
units to fire from the bows.
– Choices, choices, and more choices: Technology trees branch out in a
pair-based hierarchy. For example, when you are given the option of
techs 1A and 1B and you choose 1A to research, 1B is no longer
available. Some of the techs that are higher up on the tech ladder will
require that tech 1A is done, while others will require tech 1B. This
adds a level of strategy and ‘randomness’ to picking your techs, as
availability of higher level techs will depend on your choices earlier in
the game. Similar choices are available with unit formations and battle
tactics.
– Provinces and territories: In some game types, the map is subdivided
into provinces that must be captured and annexed into a player’s
territory in order to reap their valuable resources and construct
forward bases in these areas. If the host wishes, a player’s starting
province can also be surrounded by attrition borders to reduce early
rushes.
– Real world map realism: Random maps are based upon geographical
regions where the civilizations of the ancient world lived. These will be
generated with biome specific-to-location features that replicate the
look and feel of the world as it existed 2,000 years ago: flora, fauna
and terrain.
Source: Wildfire Games
Discussion Topic: 0 A.D. Wildfire Games