VOL.06 — TUE 12.MAY.2026 FIELD MANUAL // MAP + STATE // 0 A.D. NO.006

MAP/READING

THE MAP IS A STRATEGY MINIMAP IS YOUR FIRST SCOUT MIRROR LAW LET TERRAIN FIGHT
DOCTRINE Three Laws of Map Reading READ FIRST
LAW 01 — Every map is a strategy. The terrain is telling you how to play if you can read it. Don't force one playstyle on every map.
LAW 02 — The minimap is your first scout. Read it for 10 seconds before sending a single unit.
LAW 03 — Maps are mostly mirrored. What you have near you, they have near them. Use this for prediction.
PRIMER The Minimap is Your First Scout COLOR CODES

0 A.D. color-codes resources on the minimap. You can see the resource layout of the entire map before moving a single unit. Take 10 seconds at game start to actually look.

FOOD
red dots — berries, animals, hunt
WOOD
green pockets — forest clusters
STONE
grey clumps — deposits
METAL
orange/brown — rarer, contested
WATER
blue — fishing, transport, barrier
MODEL The Three Rings YOUR MAP MENTAL MAP
YOU INNER · YOURS MIDDLE · CONTESTED OUTER · FAR / LATE

// Inner Ring (within 20s walk)

Yours. Exploit fully. Berries, sheep, near forests, near stone. Your villagers gather here without escort.

// Middle Ring (20-40s walk)

Second CC territory. Contested with enemy. Most fights happen here. Drop your second CC at the resource cluster closest to a defensible position.

// Outer Ring (40s+ walk)

Far resources. Only viable late game or via aggressive expansion + forts. Expanding here without infrastructure = giving the enemy free kills.

Use this: draw the rings mentally at game start. It tells you where to expand and where the fights will happen.
RULE The Mirror Principle PREDICT WITHOUT SCOUTING
YOU ENEMY MAP SYMMETRY → PREDICTABLE LAYOUT

// The Insight

Most 0 A.D. maps are roughly symmetric. If you have a stone deposit 20 tiles north of your CC, the enemy almost certainly has one 20 tiles north of theirs.

// What it lets you predict

  • Where they'll expand — the same resource clusters you'd take
  • Where contested fights happen — between equivalent resource pockets
  • Where to scout first — mirror your own resource positions across the map
  • What civ-shape they're playing — same map, same options
Use it like this: "I have stone close, so they do too. Their second CC will go there. That's where I'll harass."
SHAPES Five Map Archetypes EACH ASKS A STRATEGY

Almost every map falls into one of these shapes. Each has a distinct "correct" approach.

OPEN
Flat, no chokes. Combined arms. Walling is useless. Cav harass + mobility wins.
CHOKE
Narrow passes. Walls + towers paradise. Turtle + raid wins.
ISLAND
Water between. Ships matter. Slow tempo, naval economy.
HIGHLAND
High ground in middle. Control the heights = win. Vertical positioning.
ASYMMETRIC
Mixed terrain. Scout MORE. Vision matters more than usual.
DRILL The 30-Second Survey DO BEFORE CLICKING

At game start, before clicking anything:

TimeWhat to look at
0-5sScan minimap for resource colors. Where's wood, stone, metal?
5-10sIdentify nearest food, wood, stone, metal within 20s walk.
10-15sLook at terrain: hills, water, choke points. What archetype is this?
15-20sGuess enemy position. Largest empty zone on minimap = probably them.
20-30sPick first 2 villager assignments + scout direction.
30 seconds sets up your whole game. Skip this and you spend the next 5 minutes catching up.
SIGNAL Resources → Strategy THE MAP WHISPERS

The TYPE of resources tells you what army to build. The map is whispering. Listen.

What the map hasWhat it's asking
Lots of trees, dense forestsWood-rich → mass ranged armies cheaply
Open ground, few obstaclesCav-friendly → mobile play, no point walling
Lots of stone depositsWall up, tower-heavy defense
Lots of metalPush for champions / elephants late
Few resources overallSmall armies, tech rush, no waste
Hunt-rich (deer, boar)Cav useful for hunt + harass
Water-heavyBuild a dock, get fishing boats
TERRAIN Natural Features as Weapons THE MAP IS BUILDING FOR YOU
FeatureUse it as
Hills / high groundOutpost vision range +. Tower attack range +. Place defense here.
CliffsImpassable. Free walls. Build with cliff at your back, only wall the open side.
ForestsSlow movement, hide units. Ambush positions. Wood income.
WaterFishing income, transport, natural barrier on that side.
Bridges / fordsOften the ONLY way across. Wall them — instant kill zone.
Narrow passesMountain or canyon gaps. The map's free choke point.
The map already built half your defense. Just complete it. Don't fight terrain — use it.
STATE Reading the Game State AHEAD / EQUAL / BEHIND

Beyond the map itself: where is the GAME? Check the score, population, military, and tech. Then make decisions based on which side of the ledger you're on.

// The four metrics that matter

  • Villager count — biggest leading indicator. +15 villagers = winning.
  • Military count + composition — are you behind in numbers OR in tech?
  • Phase progress — who's in Phase III first?
  • Map control — how many of your buildings are OUTSIDE your starting area?

// Decision matrix

+
AHEAD
Press the advantage. Push, raid, expand. Don't let them catch up. Tech up to widen the gap.
=
EQUAL
Look for openings. Scout aggressively. Find the unbalanced spot — their weak flank, their thin eco — and concentrate force.
−
BEHIND
Stall + scale. Wall up, tower up, sit. Don't engage. The clock is your ally — tech up and let their advantage erode.

// The honest check (every 90 seconds)

  1. Am I ahead, equal, or behind on each metric?
  2. Is my plan still the right plan, or do I need to switch?
  3. What's the one thing I can do right now to widen / close the gap?
Don't play on autopilot. The right move at 8 minutes is wrong at 16 minutes. Re-read the state regularly.
ENDPLATE Map Reading Habits MEMORIZE
  1. Minimap first. Read it before clicking anything.
  2. 30-second survey at game start. Don't skip.
  3. The map mirrors. Predict the enemy's layout from your own.
  4. Three rings. Inner = yours. Middle = contested. Outer = late-game.
  5. Identify the archetype. Open / Choke / Island / Highland / Asymmetric.
  6. Let resources dictate strategy. Don't force a plan onto the wrong map.
  7. Use terrain as free defense. Cliffs, hills, water, forests, narrow passes.
  8. Read the state every 90s. Ahead = press. Equal = open. Behind = stall.