[[TOC]] = Strategy Guide = == Basic economy == === Food === There are 4 sources of food (excluding treasures): * fruit: most of the maps start with a nearby source of fruit. Women have a huge bonus reaping them. * grain: grain are produced by building a field. Women have a huge bonus reaping them. Fields can produce infinite food, so it's the more sustainable solution. * meat: the sources of meat are animals, either the one available at map start (and spawning from time to time), or you can bread them. Please note that cavalry has a huge bonus hunting animal. * fish: for naval maps, after building a dock and training a fishboat, you may use fish as a food source. Caution: like meat, the source is finite, and you have to switch to another area after exhausting one. === Wood === Wood is the basic resource. Most of the buildings cost wood (at least in the first stage of the game). === Stone === Structures available in the second age often cost stone. === Metal === A lot of the best units (or the big structures like fortress or civic center) cost metal (the more you progress in the game, the more it's possible you need metal). Metal is used for most of the upgrades (economic upgrades, weapon upgrades...) too. '''Soldiers have a bonus when gathering wood, stone and metal (comparing to women).''' === Population === The basic rule for developing your civilisation is "you should continually produce people", but for that you need to build housing for them, so don't forget to anticipate. Depending on your civilisation, houses will give you an extra 5 or 10 population. == Basic Military == === Type of units === There are several types of units: * Female Citizens, that cannot fight. * Regarding fighting units, you have infantry & cavalry, with both ranged units and melee units : Infantry Spearman, Swordsman, Slingers, Archer, Skirmisher; Cavalry Spearman Swordsman, Archers, Skirmisher; Chariots; Siege; Elephants; Support (healing units from temple); Dog (only for Britons). === Cost of units === A detailed comparison of the units is available in [wiki:Unit_Summary_Table Unit Summary Table]. === Upgrades === === Counter === == Buildings == The tech tree of each civ can be seen [http://s06eye.co.uk/0ad/techtree-v2 here] and contributed to [https://github.com/s0600204/0ad-techtree-v2 in GitHub]. A detailed comparison of the buildings (extracted from [http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures templates]): Costs: Food = F, Wood = W, Metal = M, Stone = S, Build Time = T (seconds). ||= Building =||= Health =||= F =||= W =||= S =||= M =||= T =||= Pop bonus =||= Athens =||= Brits =||= Cart =||= Gauls =||= Ibers =||= Mace =||= Maurs =||= Pers =||= Ptol =||= Romans =||= Sele =||= Spart =|| ||= Civil Centre =|| 3000 || || 500 || 500 || 500 || 500 || 20 || || || || || || || || || || || || || ||= House =|| 800 || || 75 || || || 30 || 5 || 10 people, 1091 Health, Cost: 150W 53T || || || 10 people, 1200 Health, Cost: 150W 60T || || 10 people, 1091 Health, Cost: 150W 53T || || 10 people, 1200 Health, Cost: 150W 60T || Health 500 Cost: Free 80T || 10 people, 1200 Health, Cost: 150W 60T || 10 people, 1200 Health, Cost: 150W 60T || 10 people, 1091 Health, Cost: 150W 53T || ||= Temple =|| 2000 || || || 300 || || 200 || 5 || || Pop Bonus 7, Cost: 300W || Cost: 400S || Pop Bonus 7, Cost: 300W || || || || || || || || || ||= Farmstead =|| 900 || || 100 || || || 45 || || || Pop Bonus 2 || || Pop Bonus 2 || || || || || Health 400, Cost: Free 80T || || || || ||= Market =|| 1500 || || 300 || || || 150 || || || Pop Bonus 12 || || Pop Bonus 12 || || || || || || || || || ||= Storehouse =|| 800 || || 100 || || || 40 || || || Pop Bonus 2 || || Pop Bonus 2 || || || || || Health 400, Cost: Free 80T || || || || ||= Barracks =|| 2000 || || 300 || || || 150 || || Cost: 150S 150W || Pop Bonus 4 || Cost: 150S 100W || Pop Bonus 4 || Cost: 200S 100W || Cost: 150S 150W || || || Cost: 200S 200W || Cost: 200S 100W || Cost: 150S 150W || Cost: 150S 150W || ||= Blacksmith =|| 2000 || || 200 || || || 200 || || || Pop Bonus 4 || || Pop Bonus 4 || || || || || || || || || ||= Dock =|| 2500 || || 200 || || || 150 || 5 || || Pop Bonus 2 || Cost: 150W || Pop Bonus 2 || || || || || || || || || ||= Fortress =|| 4200 || || || 650 || || 300 || 10 || || Pop Bonus 12 || || Pop Bonus 12 || Pop Bonus 15, Health 6000, Cost: 800S 500T || Cost: 500S 200T || || || || || || || ||= Corral =|| 500 || || 100 || || || 50 || || || || || || || || || || Health 400, Cost: Free 60T || || || || ||= Other =|| || || || || || || || || War dog training building || 3 Embassies, Super Dock || Tavern || || Siege Workshop || Elephant Stable || Apadana, Stables, War elephants, Mercenaries || Mercenary Camp, Military Colony || Army Camp, Tent || Military Colony || Gerousia, Syssitia || == Civilizations == To identify your civilization on a random game, you can use the "diplomacy" button at the top of the UI. A (really general) overview can be summed up as: * Strong civ phase 1 (early) --> Civ that have archers or slingers (britons, athenes, ptolemes, etc) * Strong civ phase 2 (mid) --> Civ that have access to sword cav / archer cav / chariot (Celts / athenes / Mauryan / Persians etc) * Strong civ phase 3 (late) --> I have no Idea yet ^^ but I'd say strong fortress, good siege, good champions --> Romans We will list here the main characteristics of each civ. === Athenians === === Carthaginians === === Celts === ==== Britons ==== ==== Gauls ==== * A [http://www.wildfiregames.com/forum/index.php?showtopic=19426 build order example] === Iberians === === Macedonians === === Mauryans (Indians) === * They have elephants, that can serve as mobile storehouse. === Persians === === Ptolemies (Egyptians) === === Romans (Republican) === * Romans is the only civ with a Phase I hack unit. === Seleucids === === Spartans === == In-game strategy == Many things can be considered when starting a game (they can influence your build order / strategy): * what are the characteristics of the map * what are the characteristics of the civilization * to be continued === The map === * What is the size of the map? * Is it naval or not? * How many resources do you have? (this will help you devise your build order) 1. Are there many forests? 2. Do you have access to many stone or not? 3. Do you have access to many metal or not? * From where can the enemy attack you? === Advanced Economy === ==== Tips for hunting ==== When hunting an animal that will try to escape (like giraffe), first click behind the animal and use shift click to attack him, in that way the animal will escape in your CC's direction. When hunting an animal that will attack you (like elephant), just attack, he will attack back in your CC's direction. ==== When do you transition to farms ==== ==== Multiple deposit ==== Deposits can store wood, metal and stone, so you can use the same deposit for several resources. But you should try to build one close to each group of resources, so your workers don't lose time trying to reach the deposit. === Advanced Military === ==== Micro management ==== ==== Best mix of units ==== ==== Harassing ==== When harassing, try to make groups of units (using Ctrl + 1, 2, 3, ...) or barracks (For example CTRL 4). If you do that and practice, you'll be able to harass and manage your city (economy mainly) at the same time. Caution: this won't work on french keyboards layouts (see [http://trac.wildfiregames.com/wiki/Manual_Settings#KeyboardShortcuts here]). == Example of Build orders == * Sword cavalry Rush [http://wildfiregames.com/forum/index.php?showtopic=15271&p=302816 in the forum] (or [https://www.youtube.com/watch?v=RLUfv-TTOrs direct link to the video]). * Fast expansion * Booming using Fertility festival [http://wildfiregames.com/forum/index.php?showtopic=19420&p=301248 in the forum]