0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. In short, it is a historically-based war/economy game that allows players to relive or rewrite the history of Western civilizations, focusing on the years between 500 B.C. and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D graphics, detailed artwork, sound, and a flexible and powerful custom-built game engine.
The game has been in development by Wildfire Games (WFG), a group of volunteer, hobbyist game developers, since 2001.
load a map instead of showing main menu (see below)
launch the Atlas scenario editor
start the game using NAME mod
load faster (disables audio and some system info logging)
enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
sets randomozation seed value (default 0, use -1 for random)
sets the AI for PLAYER (e.g. 2:petra)
sets the DIFFiculty of PLAYER's AI (0: sandbox, 5: very hard)
sets the seed used for the AI random generator (default 0, use -1 for random)
sets PLAYER's civilisation to CIV (skirmish and random maps only)
sets the team for PLAYER (e.g. 2:2).
sets a ceasefire duration NUM (default 0 minutes)
disable any graphics and sounds
sets the victory conditions with SCRIPTNAME located in simulation/data/settings/victory_conditions/ (default conquest). When the first given SCRIPTNAME is "endless", no victory conditions will apply.
sets the victory duration NUM for wonder victory condition (default 10 minutes)
sets the victory duration NUM for relic victory condition (default 10 minutes)
sets the number of relics for relic victory condition (default 2 relics)
disable saving of replays
sets local player NAME (default 'anonymous')
sets multiplayer host mode
sets NUMBER of human players for multiplayer games (default 2)
sets multiplayer client to join host host at given IP address
Random maps only:
sets random map size in TILES (default 192)
sets NUMBER of players on random map (default 2)
Run the RL interface (see source/tools/rlclient)
set a config value
disable loading of the user mod
enable VSync, i.e. lock FPS to monitor refresh rate
set screen X resolution to 'N'
set screen Y resolution to 'N'
Installing modes: PATHS install mods located at PATHS. For instance: "./pyrogenesis mod1.pyromod mod2.zip"
Advanced / diagnostic:
print the version of the engine and exit
creates a file entity.rng in the working directory, containing complete entity XML schema, used by various analysis tools
non-visual replay of a previous game, used for analysis purposes PATH is system path to commands.txt containing simulation log
visual replay of a previous game, used for analysis purposes PATH is system path to commands.txt containing simulation log
store runtime game data in root data directory (only use if you have write permissions on that directory)
dumps simulation state in binary and ASCII representations each turn, files created in sim_log within the game's log folder. NOTE: game will run much slower with this option!
checks simulation state each turn for serialization errors; on test failure, error is displayed and logs created in oos_log within the game's log folder. NOTE: game will run much slower with this option!
simulates a rejoin and checks simulation state each turn for serialization errors; this is similar to a serialization test but much faster and less complete. It should be enough for debugging most rejoin OOSes.
adds unix timestamp and process id to the filename of mainlog.html, interestinglog.html and oos_dump.txt to prevent these files from becoming overwritten by another pyrogenesis process.
whether to enable computation of full hashes in replaymode (default true). Can be disabled to improve performance.
whether to enable computation of quick hashes in replaymode (default false). Can be enabled for debugging purposes.
system PATH of the base directory containing mod data to be archived/precached specify all mods it depends on with -mod=NAME
system PATH to output of the resulting .zip archive (use with archivebuild)
enable deflate compression in the .zip (no zip compression by default since it hurts compression of release packages)
- 1) "Bob" will host a 2 player game on the Arcadia map:
-autostart="scenarios/Arcadia 02" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
"Alice" joins the match as player 2:
-autostart="scenarios/Arcadia" -autostart-client=127.0.0.1 -autostart-playername="Alice"
The players use the developer overlay to control players.
- 2) Load Alpine Lakes random map with random seed, 2 players (Athens
and Britons), and player 2 is PetraBot:
-autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
- 3) Observe the PetraBot on a triggerscript map:
-autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1
Bugs should be reported on Trac. For information on reporting problems and finding logs, see http://trac.wildfiregames.com/wiki/ReportingErrors
0 A.D. is released as open source: you can freely use, copy, modify and distribute the game's source code and data files, as long as you include attribution to Wildfire Games and let anyone freely modify and distribute any of your own modifications to the game's files.
The man page pyrogenesis(6) is an alias of 0ad(6).