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0adsv:resources [2016/07/19 18:46]
karamel created
0adsv:resources [2017/07/11 11:49] (current)
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-===== Resources =====+====== Resources ​======
  
 There are five resources in 0 A.D.: food, wood, metal, stone and population capacity. The latest one being a special one, used only for training units. The last hidden one is time. There are five resources in 0 A.D.: food, wood, metal, stone and population capacity. The latest one being a special one, used only for training units. The last hidden one is time.
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 DarcReaver wrote an [[http://​wildfiregames.com/​forum/​index.php?​showtopic=19889#​entry307397|analysis of the resource usage]] based upon alpha 19. Based upon this, this is how resources could be used. DarcReaver wrote an [[http://​wildfiregames.com/​forum/​index.php?​showtopic=19889#​entry307397|analysis of the resource usage]] based upon alpha 19. Based upon this, this is how resources could be used.
  
-==== Resource description ====+===== Resource description ​=====
  
 Resources are split in two categories: basic resources (food and wood) and advanced resources (stone and metal). The basic resources are rather easy to find but are somewhat critical, being used for almost everything (thus, being basic). The advanced ones are more precious, harder to get but required for high quality things. Getting advanced resources is then not mandatory, but having them is a great advantage (or better, lacking them is a strong disadvantage). Resources are split in two categories: basic resources (food and wood) and advanced resources (stone and metal). The basic resources are rather easy to find but are somewhat critical, being used for almost everything (thus, being basic). The advanced ones are more precious, harder to get but required for high quality things. Getting advanced resources is then not mandatory, but having them is a great advantage (or better, lacking them is a strong disadvantage).
  
-=== Food ===+==== Food ====
  
 Food is rather easy to get. There are multiple sources available, including an infinite one with farms. Food is rather easy to get. There are multiple sources available, including an infinite one with farms.
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 Food usage is then deciding which units to train. Having a small food supply allows to focus on other things than creating units, it should then be used almost only for that. Food usage is then deciding which units to train. Having a small food supply allows to focus on other things than creating units, it should then be used almost only for that.
  
-=== Wood ===+==== Wood ====
  
 Wood is the second basic resource. It is rather easy to get except on some maps which have only few trees. Wood is the second basic resource. It is rather easy to get except on some maps which have only few trees.
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 Buildings are the most wood consumers. Growing a city, at least on the first phases, should rely heavily on wood. Buildings are the most wood consumers. Growing a city, at least on the first phases, should rely heavily on wood.
  
-=== Metal ===+==== Metal ====
  
 Metal is either raw metal or used as currency. It is mostly used for advanced topics and mercenaries. Metal is either raw metal or used as currency. It is mostly used for advanced topics and mercenaries.
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 Heavy units then requires some metal, as traders and some technologies. Heavy units then requires some metal, as traders and some technologies.
  
-=== Stone ===+==== Stone ====
  
 Stone is the strong building material. Used for heavy defenses and advanced buildings. Some civilizations can then have no use at all of stone in early game while other trade wood for stone on their basic building but with higher quality. Stone is the strong building material. Used for heavy defenses and advanced buildings. Some civilizations can then have no use at all of stone in early game while other trade wood for stone on their basic building but with higher quality.
  
-==== Resources by strategies ====+===== Resources by strategies ​=====
  
-=== Rushing ===+==== Rushing ​====
  
 Rushing is a matter of setting up a strong army quickly. It relies then heavily upon food, some wood and a few metal. Rushing is a matter of setting up a strong army quickly. It relies then heavily upon food, some wood and a few metal.
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 Since it doesn'​t have much wood or using it more for military purpose, the player cannot grow its city and then phase up. Since it doesn'​t have much wood or using it more for military purpose, the player cannot grow its city and then phase up.
  
-=== Turtling ===+==== Turtling ​====
  
 Turtling is a matter of defense. It requires some food for basic units, a lot of wood for the basic buildings and defenses and then a lot of stone for heavy defenses. Lacking of metal and food, the army won't be that large but defense facilities are there to compensate this. Turtling is a matter of defense. It requires some food for basic units, a lot of wood for the basic buildings and defenses and then a lot of stone for heavy defenses. Lacking of metal and food, the army won't be that large but defense facilities are there to compensate this.
  
-=== Booming ===+==== Booming ​====
  
 Booming is a matter of developing very fast. It requires a lot of food to set up a strong economy at start and a lot of wood for growing the city. Then switching to food and metal for advanced units and techs. Booming is a matter of developing very fast. It requires a lot of food to set up a strong economy at start and a lot of wood for growing the city. Then switching to food and metal for advanced units and techs.
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 Because it focuses on having a strong economy quickly, the player will have a lot of resources of everything, but using wood more for buildings and metal for teching than building an army (at least at first). Because it focuses on having a strong economy quickly, the player will have a lot of resources of everything, but using wood more for buildings and metal for teching than building an army (at least at first).
  
-==== Resources by choices ====+===== Resources by choices ​=====
  
-=== Average ===+==== Average ​====
  
 Playing with a bit of everything, a player starts focusing on food and wood. The player can create basic units and build quietly, it may requires a small amount of metal for some units but not much. Playing with a bit of everything, a player starts focusing on food and wood. The player can create basic units and build quietly, it may requires a small amount of metal for some units but not much.
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 Once grown enough, the city phase comes and will require more stone for the latest buildings and a lot of metal for the advanced techs and champions. Once grown enough, the city phase comes and will require more stone for the latest buildings and a lot of metal for the advanced techs and champions.
  
-=== Basic only ===+==== Basic only ====
  
 The aim is to focus on the basics, quantity over quality. The player will focus on food and wood, and just a little metal. Requiring mostly basic resources, the player won't have any difficulty to find resources spot and almost everywhere is a good spot to be. The aim is to focus on the basics, quantity over quality. The player will focus on food and wood, and just a little metal. Requiring mostly basic resources, the player won't have any difficulty to find resources spot and almost everywhere is a good spot to be.
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 Being short on metal and stone, it cannot have strong technologies,​ strong units or advanced buildings (either civic or defensive). Being short on metal and stone, it cannot have strong technologies,​ strong units or advanced buildings (either civic or defensive).
  
-=== Advanced only ===+==== Advanced only ====
  
 Lacking food and wood, the player will stack stone and metal without really being able to use them. It's a bad choice. Lacking food and wood, the player will stack stone and metal without really being able to use them. It's a bad choice.
  
-=== More advanced ===+==== More advanced ​====
  
 Trying to get most of the technologies and strong defenses will requires more metal and stone. The basic food and wood are still required a lot. Getting less food will reduce population growth, trading some wood for metal will hinder building but have better units or if for stone better defenses. Trying to get most of the technologies and strong defenses will requires more metal and stone. The basic food and wood are still required a lot. Getting less food will reduce population growth, trading some wood for metal will hinder building but have better units or if for stone better defenses.
0adsv/resources.txt · Last modified: 2017/07/11 11:49 (external edit)
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