0 A.D.

0 A.D. Delenda Est for 0 A.D.

Released (updated ago). Ranked 4 of 54 with 44,369 (20 today) downloads

Published by Justus_Avramenko - learn more (mod ID: 111)


Delenda Est works to bring authenticity to the in-development indie title 0 A.D. Empires Ascendant. Delenda Est molds the game into a coherent focused design, adds features, new art, and new civilizations, and serves as a testbed for new ideas that could potentially make their way into the core game.

Delenda Est includes all-new unit balancing, all-new technology trees customized for each faction (with technology choices and unique techs), new buildable structures (cult statue, archery range, stable, workshop) new playable factions (Han Chinese, Theban Greeks, Epirotes, Imperial Romans, Scythians, Zapotecs, and Suebian Germans), modded maps, brand new maps, capturable mercenary camps with dozens of new mercenary units, farmlands that enrich the player's food production, brand new resources (Glory and Coin), and much much more!

Major Changes/Features

  • A 4th phase: Empire Phase
    • Build a Wonder to auto-research this new final phase and unlock unique technologies.
  • Hero Choices
    • At the start of each match, the player chooses which Hero they want to lead their civilization.
    • This hero is then available from the start of the match and retrainable up to 5 times if killed.
    • Each hero is completely unique, with specific bonuses and weaknesses.
  • Citizens/Villagers/Slaves/Citizen-soldiers
    • All factions now have dedicated civilian "Villager" units. They are divided between:
      • Citizens: Build economic buildings and gather resources very slowly. They have a "Slave Ownership" aura which boosts the gather rates of nearby "slave" class units.
      • Slaves: Are purely resource gatherers. Trainable from Storehouses and Farmsteads after constructing a Market.
      • For Alpha 26, all factions have slaves for balance. Other "socio-economic" paradigms will be explored for future alphas, for instance the Indian caste system for the Mauryas.
    • Citizen-Soldiers no longer gather resources.
      • Can build Military buildings and help the civilian Citizens with building other types of buildings.
      • Since they are also "Citizens", they too have the "Slave Ownership" aura, which boosts nearby Slaves.
  • New factions
    • (COMING NEXT ALPHA RELEASES) Nomads - Scythians (A25), Xiongnu (A26), Huns (A27): Movable buildings.
      • Three new factions, currently unfinished, but playable.
      • Artwork by Stanislas, AlexanderMB, and wackyserious.
      • Can "pack" their buildings and move them across the map.
      • Do not have territory bonuses or restrictions. They can build anywhere.
      • Have a strong bonus in cavalry, but weak buildings.
    • (COMING NEXT ALPHA RELEASES) Germanics - Suebians (A25), Goths (A27): Barbarians at the gate.
      • Two new German factions, currently unfinished, but playable.
      • Artwork by Stanislas, AlexanderMB, and wackyserious.
      • Suebians represent "early" Germans with hit and run infantry tactics, while the Goths represent "later" Germans with heavy cavalry and siege equipment.
    • (COMING IN ALPHA 25) Zapotecs: Mesoamerican civilization.
      • Artwork by Stanislas, AlexanderMB, and others from Terra Magna.
      • No access to cavalry, but have strong infantry.
      • Strong buildings.
      • Ball Court special building acts like a strong Cult Statue, that trickles a good amount of Glory for the player.
    • Imperial Romans: The classic "Imperial Rome" of the 1st and 2nd centuries A.D.
      • Start each skirmish match with a free Temple of Vesta.
      • Have a Legionary Barracks and an Auxiliary Barracks.
      • Their wonder is the famous "Flavian Amphitheater", or better known as the Colosseum.
      • Like the Republican Romans, the Imperial Romans have the Army Camp and Siege Walls.
    • Han Chinese: Massed crossbows.
      • Artwork by the Terra Magna team, used with permission.
      • The Minister unit boosts the effectiveness of buildings he is garrisoned inside and of nearby Peasants (Civilian Citizens).
      • Construct the new Imperial Court building to advance to Town Phase (II) and train more Ministers.
      • Construct the new Cult Statues in order to advance to City Phase (III).
    • Epirotes: An imperialist Greek civ with a variety of ethnic units, lead by the famous Pyrrhus of Epirus!
      • Unlock training Champions from the Barracks (a feature removed from all other civs).
      • Towered War Elephants. 'nuff said.
      • Has access to a wide variety of troops, from many different ethnicities.
    • Theban Greeks: The ancient and storied Thebans, from central Greece.
      • Construct the Theban Fire Raiser siege weapon.
      • Train the famous Theban Sacred Band from the fortress.
      • They start each skirmish match with a free Greek Stoa, which increases building health by 20% for as long as it stands.
  • All new Buildings
    • Cult Statue
      • Build these to gain a trickle of the new Glory resource!
      • Task soldiers and civilian alike to it to gather additional Glory.
      • Glory is used to train Heroes and Healers, research special technologies, and research Temple technologies.
    • Archery Range for most civs
      • Train and upgrade Ranged Infantry.
    • Market Vendor
      • Build these to trickle the new Coin resource.
      • Build 5 per Market.
      • Coin is used to hire Mercenaries and to buy other things.
    • Cash Crops
      • These are farm fields that give Coin instead of Food.
      • Build and Gather just like a Grain Field.
      • Unlocked with a tech.
    • Greek Stoa
      • A special building for the Greek factions.
        • Athenians
          • Receive a free Greek Stoa at the beginning of each skirmish match.
        • Epirotes
        • Macedonians
        • Spartans
        • Thebans
      • Grants +20% health to all buildings for as long as it stands.
      • Only 1 can be built (2 for Athenians, counting their free one).
    • Imperial Ministry
      • For the Han Chinese, unlocks the Town Phase (II).
      • Train up to 9 Ministers, who help boost the player's economy.
    • Naval Shipyard
      • For those factions with more than 1 warship, it constructs warships.
      • Split from the Dock, which is now purely economic for most factions.
  • Mercenaries and Mercenary Camps
    • Mercenary Camps, in the form of either a desert encampment, a small village, or wooden stockade, are neutral, capturable structures dotted throughout skirmish maps.
    • Capture them to train Mercenaries unique to each faction.
      • Train very quickly, in usually only 5 seconds.
      • Mercenaries cost no food, only metal and one other non-food resource.
      • Most mercenaries start out at the Advanced rank.
      • Can only train 30 mercenaries for the first captured Merc Camp, and 10 more for each other Merc Camp under the player's control.
  • New Combat Mechanics
    • Hard Counters
      • They're back. Streamlined and (mostly) realistic.
      • So every unit is good for something.
    • Phalanx, Syntagma, Forced March and Wedge formations more useful:
      • "Massed Pikes" aura for pike infantry gives them additional attack and armor for every nearby pikeman, making the Syntagma formation more useful.
      • "Locked Shields" aura for hoplite infantry give them a big armor boost when near other hoplites, making the Phalanx formation more useful.
      • Wedge formation for cavalry boosts their movement rates by 20%.
      • Forced March (the old 'Column' formation), boosts movement rates by 15%, to get your troops across the map swiftly.
  • New Technologies and Technology trees.
    • 100 new technologies, with some new icons.
    • Each faction's Blacksmith has a unique tree.
  • Farmlands
    • Many skirmish maps have areas of terrain where building farms on them will increase the output of the farms by +50%.
    • Consequently, Civic Centers have the "Civic Spaces" aura, which which prevents farms from being built around the Civic Center.






Join the community or sign in with your gaming account to join the conversation:

cardan25 @cardan25

After alpha26, when will the new version come out?thanks

0adIsTheBestRtsGame @0adisthebestrtsgame

A25 bug report: Gauls' wall turret cannot be garrisoned.

Stronck @stronck

Hello how did you install the mod I put it in 0 A.D. alpha\binaries\data\mods\mod and 0 A.D. alpha\binaries\data\mods\public, but when entering the game I get a list of errors and when giving the villagers I don't get any buildings to build

Justus_Avramenko @justus-avramenko

Also, probably better to download it through the game's mod downloader. Easier, and puts it in the right place for you.

Justus_Avramenko @justus-avramenko

Documents\My Games\0ad\mods

cardan25 @cardan25

Hello. congratulations on the mod, it's really cool. the only problem I have found is that AI is always easy to beat: it does not construct all buildings, it does not construct walls, it does not implement military units. can anything be done? thank you

Justus_Avramenko @justus-avramenko

Hi. In the next release the AI will be more of a challenge.

GGDOG @ggdog

the vanilla AI of 0AD is challenging enough, it would be good if use we could use the new units of this mod to fight against vanilla AI

cardan25 @cardan25

Thanks for the reply. When will the new version come out?

Justus_Avramenko @justus-avramenko

Still gotta wait for Alpha 26 to be released. :)

ioannis @ioannis

I downloaded the a25 but seems to have problems loading the changes and get errors that the new things do not work. What can i do ?

Justus_Avramenko @justus-avramenko

How did you install it?

FilZet @filzet

Hello Justus, one more time I have to say, this is marvelous mod for this game, but I have found few bugs like: petra bots do no upgrades in their buildings nor produce heroes. Is there any way how to fix these? Thank you.

Justus_Avramenko @justus-avramenko

I am not good at AI programming, unfortunately.

Babouche_Kab @babouche-kab

Hi Justus, congrat' for your amazing mod, I love it. I notice that the petra bot dont produce any cavalry unit nor champion cavalry unit do you know why ?
Thank you

Babouche_Kab @babouche-kab

Well, 'find a way : in template/unit/template_unit_cavalry I delete the lines: " <TrainingRestrictions>
It works petra bot produce cavalry but not champion cavalry so :
in template/unit/template_unit_cavalry_champion I add : "<Classes datatype="tokens">FastMoving</Classes>" like in the original template and it work ! That is cool !
I also modified the template for all Scythian structures to give them territorial effect and the same building restriction than the other civs. It's not a nomad faction anymore but The AI recognize it and it become playable :-D. Just to wait your modification on the AI interface to permit nomadic playing for petra bot...
Hope it help and will be useful for other players...
Keep on going on your mod, it's a wonder ;-)

Justus_Avramenko @justus-avramenko

Only the training restrictions and class changes were necessary. Thanks for the "patch"! ;) Changes added to my Delenda Est repo.

Justus_Avramenko @justus-avramenko

I will test the template changes! Thanks!

Testaz @testaz

Is there a way for the community to translate this amazing mod to other languages?

Justus_Avramenko @justus-avramenko

That would be nice. I may look into opening up a Transifex project for the mod and see what kind of contributions we get.

tuxayo @tuxayo

Can Weblate be considered as a translation platform? It's libre/open source as opposed to Transifex. It's a mature and actively developed project in the same class a other known platforms.
After regularly translating various projects in the last years. Another difference between Weblate and Transifex is that Transifex doesn't seem to offer any way to see other languages translations without joining/applying for the team of the said language. And if on the team it's not convenient in terms of UX. From time to time I use another language translation to be sure I picked the correct meaning in ambiguous cases.