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.
// 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.
// 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
Almost every map falls into one of these shapes. Each has a distinct "correct" approach.
At game start, before clicking anything:
| Time | What to look at |
|---|---|
| 0-5s | Scan minimap for resource colors. Where's wood, stone, metal? |
| 5-10s | Identify nearest food, wood, stone, metal within 20s walk. |
| 10-15s | Look at terrain: hills, water, choke points. What archetype is this? |
| 15-20s | Guess enemy position. Largest empty zone on minimap = probably them. |
| 20-30s | Pick first 2 villager assignments + scout direction. |
The TYPE of resources tells you what army to build. The map is whispering. Listen.
| What the map has | What it's asking |
|---|---|
| Lots of trees, dense forests | Wood-rich → mass ranged armies cheaply |
| Open ground, few obstacles | Cav-friendly → mobile play, no point walling |
| Lots of stone deposits | Wall up, tower-heavy defense |
| Lots of metal | Push for champions / elephants late |
| Few resources overall | Small armies, tech rush, no waste |
| Hunt-rich (deer, boar) | Cav useful for hunt + harass |
| Water-heavy | Build a dock, get fishing boats |
| Feature | Use it as |
|---|---|
| Hills / high ground | Outpost vision range +. Tower attack range +. Place defense here. |
| Cliffs | Impassable. Free walls. Build with cliff at your back, only wall the open side. |
| Forests | Slow movement, hide units. Ambush positions. Wood income. |
| Water | Fishing income, transport, natural barrier on that side. |
| Bridges / fords | Often the ONLY way across. Wall them — instant kill zone. |
| Narrow passes | Mountain or canyon gaps. The map's free choke point. |
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
// The honest check (every 90 seconds)
- Am I ahead, equal, or behind on each metric?
- Is my plan still the right plan, or do I need to switch?
- What's the one thing I can do right now to widen / close the gap?
- Minimap first. Read it before clicking anything.
- 30-second survey at game start. Don't skip.
- The map mirrors. Predict the enemy's layout from your own.
- Three rings. Inner = yours. Middle = contested. Outer = late-game.
- Identify the archetype. Open / Choke / Island / Highland / Asymmetric.
- Let resources dictate strategy. Don't force a plan onto the wrong map.
- Use terrain as free defense. Cliffs, hills, water, forests, narrow passes.
- Read the state every 90s. Ahead = press. Equal = open. Behind = stall.