Table of Contents
Part of the 0 A.D. Gameplay Manual
List of the buildings in the game
This document will list all buildings in the game, and give you some basic information about each. For now it will not contain any statistics (hitpoints, cost, etc) as that information is likely to change over the course of the development and would quickly be outdated.
Buildings for all Civilizations
Most buildings are shared between the civilizations, they look different from civilization to civilization, but should be similar enough for you to tell which is which. In the images both the Celtic version of the building and the Hellenic (Greek) version is displayed, the Celtic version to the left, and the Hellenic version to the right. There are some buildings which are unique to specific civilizations though, see more below.
The main hub of your civilization. Typically the first building you have. Provides housing for a moderate amount of people, and you can create a selection of Citizen Soldiers as well as Female Citizens here. You can garrison a moderate amount of people for their protection and to heal them here as well. Garrisoned soldiers increase the rate of fire of this building. Resource dropsite for all resources.
Provides housing. Adds 5 or 10 to the maximum population, depending on the civilization.
Buildable food source, slower than other food sources (like animals and berries), but more reliable and useful later in the game when you've gathered all food from animals and fruits. Build near Farmsteads or Civic Centres to get food quicker (as the citizens won't have to walk as far when dropping off the food).
Raise/train sheep here for an additional meat supply. Currently raising an animal delivers a return of double the invested food (and you might as well harvest it straight away?). Research improvements on meat gathering speed.
Large LOS (Line of Sight) to help you discover enemy attacks. Can attack enemy units within range (even without troops inside, but with a slow rate of fire). Garrison units inside for a quicker rate of fire, as well as for their protection and healing. Research improvements to tower attack.
Build walls to prevent enemy access to your city.
Attacks enemies within range. You can garrison units within for a quicker rate of fire, as well as for their protection and healing.
Normally passable by allies, but enemies can also come through while allied units are keeping the gate open. Can be locked to prevent all passage.
Trains trader. Research trader armour improvements.
Trains all available Citizen Soldiers. You can also garrison units inside for their protection and healing. Research military improvements for infantry and cavalry.
Trains healer. Garrison units are healed faster than in other buildings. Research healing improvements for healers and units garrison inside temples.
Trains siege weapons, champions and heroes (with a few exceptions, see below). Fires at nearby enemies, garrison units within for a quicker rate of fire, as well as for their protection and healing. Research improvements to siege equipment and sometimes improvements to soldiers.
[Currently a useless building]
Trains Hellenes super units.
Trains Hellenes heroes.
[Currently a useless building]
Trains war dogs. (And yeah, it needs a Celtic name.)