VOL.07 — TUE 12.MAY.2026 FIELD MANUAL // BASE + BUILDINGS // 0 A.D. NO.007

BASE LAYOUT+BUILDINGS

EVERY BUILDING HAS A SECOND COST WALKING TIME BUILD WHERE IT FIGHTS USE THE TERRAIN
DOCTRINE Three Laws of Layout READ FIRST
LAW 01 — Every building has TWO costs: the resources to build it, AND the walking time it adds to its users. The second cost is invisible but enormous.
LAW 02 — Build where it fights. Barracks near the front, towers at chokes, mercs near the action. Centralized = trickle reinforcements = lost battles.
LAW 03 — Use the terrain. The map already built half your defense — cliffs, water, forests, chokes. Just complete it.
PLACEMENT Building-by-Building Rules WHERE EACH GOES
BuildingWhere to placeCommon mistake
Civic CentreNear a food source (berries, sheep, water). Leave room for farms.On a map edge or far from food
FarmsClustered tightly around CC. 8-12 farms in a ring touching it.Scattered far from CC
StorehouseAT the edge of the forest, not 20 tiles away. One per resource cluster.Far from the woodline (silent eco bleed)
HousesCluster near CC. Bonus: maze them near tower/choke for defense.Wasted on perimeter
BarracksForward, not central. Between CC and the enemy choke. Rally → forward.Deep in base, reinforcements arrive too late
FortressAt the choke, behind 1-2 towers. Anchor of defense + champion + hero training.Built late, only used reactively
TowersCover resource lines, chokes, gaps between CC and forward base. Overlap zones.Around base perimeter instead of at chokes
WallsONLY at chokes. Use cliffs/forests/water for the rest.Trying to wall the whole base (slow + wasteful)
Mercenary CampHalfway to enemy, near forward outpost. Reinforcements appear at the fight.Built near home — defeats the purpose
DIAGRAM The Ideal Base Layout TOP-DOWN VIEW
CLIFF · FREE WALL CLIFF FOREST STONE CC FARM RING (TIGHT) HOUSES → STOREHOUSE @ FOREST MINING CAMP BAR CHOKE WALL ↓ FORT MERC FORWARD OUTPOST ↑ ENEMY APPROACHES FROM EAST CHOKE

// Why this layout works

  • Cliffs at the back — free walls on two sides. Only one direction to defend.
  • Farms ring the CC — minimum walking time for food.
  • Storehouse AT the forest — 3 steps from chopping to dropping.
  • Barracks forward — between CC and the choke. Reinforcements arrive quickly.
  • Fort + 2 towers + wall at the choke — kill box. Every attacker funnels here.
  • Merc camp far forward — pizza delivery at the front line.
  • Outpost on the safe side — vision for raids that try to come around.
SPECIALS The Buildings You Skip HUGE ROI · UNDERUSED

These buildings give massive value but most beginners skip them. Adding them properly is a top-5 way to improve your win rate.

🏛️ Temple
// Healing & sustainment

Trains healers who passively heal nearby units. In 0 A.D., wounded units don't auto-heal — they stay damaged forever. Build 1 temple, train 3-5 healers, park them behind your standing army. Your army recovers HP between fights for free.

🏪 Market
// Trade routes & barter

Build 2 markets — one home, one forward. Trade carts between them generate metal passively. Income equal to ~5-8 villagers, zero maintenance. Ptolemies have a trade bonus — even more efficient. Also lets you barter (food → metal in emergencies).

🏯 Wonder
// Win condition + bonus

Massive Phase III building. Two functions: (1) passive civ bonus, (2) Wonder Victory — hold it for ~25 minutes, you auto-win. Use when ahead and want to close out, OR in a stalemate (forces opponent to attack). Only build if you can defend it.

🏛️ Embassy
// Foreign mercenaries

Different from Ptolemies merc camp. Unlocks foreign units — Iberian skirmishers, Italic swordsmen, Celtic cavalry. Use to fill composition gaps. Iberian skirmishers especially are cheap and great. Pick one embassy; don't build all three.

⚒️ Blacksmith
// Upgrade engine

Phase II, EARLY. Research weapon/armor +1 immediately, +2 mid-game, +3 late. Affects EVERY combat unit. Universal ROI. Not optional. (See VOL.05 for upgrade priority order.)

🐎 Stable
// Cavalry production

Place near your forward base, not your home. Cav is harass + flank — they should spawn where they fight. Stable-specific upgrades are only worth it if you have 8+ of that cav type.

// Build priority for special buildings

  1. 01Blacksmith — Phase II, early. Most important.ALWAYS
  2. 02Temple — Phase II, for healers. Massive sustainment.ALWAYS
  3. 03Market — Phase II, for trade income. Underused gold mine.ALWAYS
  4. 04Embassy — Phase II/III, if you need a foreign unit type.CONDITIONAL
  5. 05Wonder — Phase III, only if you can defend it.CONDITIONAL
MAP RES Special Map Resources FREE STUFF · GO GET IT
ResourceWhat it isHow to use
Treasure ChestsRandomly placed at game start. Give 100-300 of a random resource.Send scout cav to grab them. Free resources, no work. Don't ignore.
Hunt (deer, gazelle)Free roaming animals. Each gives 50-100 food.Cav can hunt safely. Faster than berries early game.
Boar / Dangerous Hunt100-200 food but bites back. Aggressive.Lure with a tough unit, kill from range. Don't lose villagers to it.
BerriesBushes near your CC. ~250 food per bush.Your starting food source. Run dry around minute 6 — be on farms by then.
Fish (shore)Schools of fish in water. Slow but bottomless food.Build a dock, train fishing boats. Sustainable food forever.
Ruins / Special featuresMap-specific. Some give bonuses when garrisoned.Worth scouting for. Check each map's quirks.
EXPAND When + Where to Expand SECOND CC LOGIC

// When

Drop your second CC when Phase II completes (≈ minute 8-10). You're ready when you have ~40 villagers and steady gathering.

// The three criteria for the spot

  1. Resource cluster nearby — stone + metal + some food/wood within 15s walk
  2. Defensible — a choke, cliff, or natural barrier between it and the enemy
  3. Inside the middle ring — not so far you can't defend it (the trickle trap!)
If you can't get all three: pick defensibility over resources. A second CC you can defend is worth more than a richer second CC that dies.

// Build order at the new CC

  1. Drop the CC
  2. IMMEDIATELY build a tower next to it (within 30s walk)
  3. Farms around the CC
  4. Storehouse at the nearest forest
  5. Barracks if you're going to fight here

New CC with no tower = villagers die to a single cav raid. Tower first. Eco second.

PITFALLS Layout Mistakes That Bleed STOP DOING THESE
  • Storehouse 20+ tiles from the woodline. Silent eco bleed every second.
  • Farms scattered around the map. Women walking 15s when they should walk 2s.
  • Barracks deep in your base. Reinforcements arrive too late to matter.
  • Towers at the base perimeter instead of the choke. Same number of enemies shot, but no crossfire.
  • Walling your whole base. Wasteful, slow, and your own units can't get out efficiently.
  • Forgetting to build storehouses at all. Gather rate halves as the deposit is depleted nearby.
  • No Blacksmith / Temple / Market. All three give huge ROI. Skipping them = playing handicapped.
  • Mercenary camp at home base. Defeats the entire purpose. Push it forward.
ENDPLATE Layout Habits MEMORIZE
  1. Every building has a walking-time cost. Place where it's used.
  2. Farms ring the CC. Storehouses kiss the forest.
  3. Barracks forward. Merc camp further forward.
  4. Walls only at chokes. Use terrain for the rest.
  5. Towers at chokes, not perimeter. Overlapping fire.
  6. Build Blacksmith, Temple, Market by Phase II. Every game.
  7. Grab treasure chests early. Free resources, no excuse.
  8. Second CC: defensible > rich. Tower before farms.