New Release: 0 A.D. Alpha 27: Agni

Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 27: “Agni”, the twenty-seventh and last alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the Hindu god of fire Agni (pronounced: /ˈɐgnɪ/).

Trailers

YouTube:



PeerTube:



Easy download and install

Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch.

How to Download 0 A.D. Instructions for Windows Instructions for Linux Instructions for OS X

Don’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always feel free to reach out to us for assistance.

Moving away from the Alpha label

Before presenting you with the new features of this new release, we would like to officially announce that this will be the latest version labeled Alpha. We have already updated the versioning scheme (this version being 0.27.0) and we will progressively stop using the Alpha label altogether up to the next release, which will be Release 28.

Two decades ago, at the beginning of the development of the game, and with the subsequent open-sourcing, a traditional software release life cycle was envisioned. 0 A.D. would go through Alpha releases while features would be implemented, then some Beta releases where all features would be present but needing some more polish, up to a final Gold release of 0 A.D. Empires Ascendant.

Years later, 0 A.D. is polished in many aspects, sometimes more so than some released professional strategy games, but not feature-complete. Moreover, it is unlikely that a final release will mean the end of the development: we wish to keep maintaining the game, bringing you technical improvements and adaptation to new hardware and operating systems. The initial Alpha-Beta-Release plan does not seem relevant anymore.

In parallel, it looks like the gaming industry has also followed this path. Games now usually start in Early Access and may stay in this state for a few years while gathering a large community. The most successful early accesses are quite polished, without incapacitant bugs, but do miss a few planned features. It seems that this trend matches with our latest releases, so we will go with the flow. We hope to be seen, with the Early Access label, on mainstream gaming platforms, in one of our next releases.

As usual, for the next alpha release, we welcome fan suggestions for words relating to the ancient world beginning with the letter B. This will serve as a compensation for the Beta label which will not be stapled to any future release as we would have thought! Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC).

Top new features of Alpha 27

  • Vulkan Renderer
  • Multiplayer Savegames
  • Tips & Tricks Page
  • Naval Overhaul
  • Observer Flares
  • New random maps: Foothills, Migration, Coast Range; New skirmish map: Isthmus of Corinth; and updated skirmish maps: Watering Holes, Sporades Islands
  • New and updated art

New maps

The release features new maps on which to build and fight.

The new skirmish map Isthmus of Corinth, displaying the famous location in Greece, features a rich land and seas stocked with fish. Mercenary Camps can be found as well as large Metal Mine deposits… but also pirate ships and brigands, as war-torn Greece is not without its share of dangers.

screenshot0003.png

Three new random maps will bring you challenges in ever-changing environments.
The Foothills map features rolling hills and no obstructions to the vision range of your armies. The Coast Range is a strip of land between the sea and the resource-rich mountains, balanced for team battles. Lastly, the Migration map will have you starting in a small island: you will have to take your share of the resources of the larger central island if you wish to dominate your enemies.

screenshot0004.png

These maps were also added to the "Demo campaign – new maps".

Engine Improvements

The main feature of this release is the addition of a Vulkan backend to the Pyrogenesis engine. Vulkan is the next-generation open standard API for 3D graphics and computing, aiming, among numerous advantages, to offer higher performance and more efficient CPU and GPU usage compared to the older APIs by providing a considerably lower-level API for the application than theirs.
Vulkan should make the performance of the game more stable and predictable. In some cases even faster, but only in some cases as we currently use it in a single thread.

Upscaling/Downscaling support with FSR
The new Resolution scale option, also called AMD FSR (FidelityFX Super Resolution) allows one to render the game at a higher resolution (eg. if you have a Full HD screen it could render the game at 4K), allowing for sharper visuals an better graphics at the expense of performance. You can also render at a lower resolution and then upscale the result, to reduce the graphical load and increase performance.

GPU Skinning
The new GPU Skinning config option allows you to delegate model skinning to your GPU, using shaders, instead of using your CPU for this operation. This is considerably faster and can bring you a performance boost of 10 to 20 more FPS.
GPU Skinning also allows animated meshes such as elephants to make use of normal maps, improving the visual quality of models:

GPU-Skinning.png

Multiplayer Savegame
As with single-player games, it's now possible to save and resume multiplayer games. When loading a savegame from the lobby or from the "Multiplayer" submenu you are led to the "Match Setup" page. There, you can assign yourself and other clients to player slots. Note that the AIs are fixed: it's not possible to take over a slot where an AI was, and it's not possible to let an AI take over a slot from a client.
With this feature it is possible to try out a different strategy in a specific situation, to resume a game days later if you live a busy life, or to replace kicked or absent players for a rebalance of the teams.

SpiderMonkey upgrades
Throughout the release cycle, we have upgraded the SpiderMonkey JavaScript engine from version 78 to version 115. The various upgrades bring bugfixes, new features, and build support for more recent Python and C++ versions. The new SpiderMonkey versions also bring us new performance tooling which will allow us to identify and address more performance bottlenecks in the engine/scripts interface.

Support for JS Promises
Modders can now use Promises and async/await features when writing GUI or simulation code. The support has been introduced to make it easier to handle results from GUI child pages, but the feature can be used for other purposes.

Fix lobby TLS connection on Windows
With earlier versions of 0 A.D., it wasn't possible to connect to the multiplayer lobby while having TLS enabled on Windows. As that's the default, players had to find and disable the "TLS encryption" option in the settings and disable it, before being able to connect to the multiplayer lobby. This has been fixed now, so all players can now enjoy the benefits of TLS-encrypted connections with the multiplayer lobby.

Other library upgrades and fixes
Many other libraries were updated to bring security and usability fixes to 0 A.D.

GUI

Tips & Tricks page
Our contributor Vantha has implemented a browsable Tips & Tricks page, accessible through the main menu. There, you will find all the tips that can be seen in the game loading screen. You will be able to learn new tricks at your leisure, while enjoying informative screenshots that can also be scrolled.

screenshot0002.png

Change lobby password
Players are finally able to change their password for the multiplayer lobby. To do so, the player needs to log into the lobby and open the new "Account Settings" dialog, which can be accessed through a button in the lower left corner of the lobby screen.

Phase indicators
Our contributor abian has added visual indicators of the current phase you are at into the middle panel of selected units and buildings.

Horizontal scrolling
The GUI now supports horizontal scrollbars which allow displaying complex contents, such as the Structure Tree, at the lowest supported resolution. Work is under way to implement dynamic use of horizontal scrolling based on the window resolution, in the next release.

Art

Many improvements were made to models and textures, including new models for statues by our contributor nifa:

XL3Bx4p.jpeg

It can be hard to realize how many incremental visual improvements have been included into the game over the years, but here you can compare a screenshot of the game in 2010:

8nKW0HR.jpeg

and the same scene recreated inside Alpha 27, fifteen years later:

NIo0jg1.jpeg

What a journey! A big part of this visual improvement is brought by a fix for the orientation of the normal maps of terrains, included in Alpha 27. In prior releases and for several years, the lighting on the terrain normal maps was incorrect by 45 degrees. And while the game still looked nice, there was an underlying almost subconscious wrongness to the look of the terrain.

Release of a 2nd 0 A.D. Soundtrack Album

After the release of a first album of the 0 A.D. Soundtrack in 2018 (available on Bandcamp as well as major streaming platforms) under the Materia Collective label, our composers Omri and Sam have been preparing a second 19-track album, including new music from Alpha 26, as well as remastered versions of classic tracks which will be included in the next release of the game.

We will keep you updated very soon with links, so you can enjoy this music outside of your game sessions.

Gameplay

Civilization Differentiation
Spartans, Romans, Athenians, and Macedonians are now more unique. Spartans focus on champion hoplites available from the village phase, with unique techs. Romans get the “Marian Reforms” tech, reshaping their roster at some economic risk. Athenian spearmen can promote to champions, and they gain Hippocrates as a town-phase hero. Macedonians can construct the Arsenal in the town phase, allowing earlier access to bolt shooters.

Player-Controlled Building Arrows
Players can now direct building arrows like any other unit using the hotkey ‘f’. By default, buildings target the nearest enemy.

Naval Overhaul
Warships are categorized as Scout, Arrow, Ram, Fire, or Siege ships. Garrisons no longer boost firepower but remain available for transporting soldiers. And the new tech tree for warships will fuel the arms race for supremacy over the sea.

Capture Changes
Following player feedback, units now attack buildings by default when right-clicking them, with the "C" modifier enabling capture instead.
Capture defense now depends on the capture attack value of garrisoned units, making it harder to defend key buildings with weaker units. Cavalry units have been tweaked to be less effective at capturing or defending buildings.

Elephants
Elephants are reworked into multi-purpose shock units with a hack splash attack, excelling against infantry and cavalry while still somewhat effective against buildings.

New Champion Variants
Chariots: Expensive, less agile than ranged cavalry but more durable.
Spear cavalry ("Cataphracts"): Heavily armored but slower.
Longswords: More expansive than swordsmen but deal splash damage.

And more !

Balancing adjustments

Melee Rebalance
Melee units now deal 50% more damage but have reduced armor, while ranged units deal 25% less damage. This makes melee units more threatening and less of a damage sponge.
The promotion bonus for melee citizen soldiers have been reduced, while mercenaries now gain 10% more attack.

Territory Influence Changes
The territory gain with each phase is decreased, and the cost of a new Civic Center or Colony is decreased. This makes expansion a more strategic and impactful part of gameplay.

Wall Buff
Wall garrisons have been doubled, allowing two rows of units to be visible when fully garrisoned. This aims to make walls a more effective defensive tool, as they are currently limited mostly to blocking movement.

Siege Balancing
Ranged siege units have a faster prepare time to make them feel more responsive.
Catapults gain a splash attack with a small radius.
Pack and unpack times are significantly reduced, with bolt shooters having a slower movement speed to compensate.
Battering rams take more damage from ranged attacks, reducing their effectiveness when unprotected. Garrisoning infantry inside rams increases their speed and acceleration.

Miscellaneous

Observer flares and chat notifications for flares
Observers can now send flares to other observers. Flaring is now also shown as a chat notification, which is clickable to center the view on the signaled area.

Some fixes against cheating
We have included some protections against some mods which would allow cheaters to reveal the map or exploit bugs against opponents.

Increased maximum selection size
Thanks to regular performance improvements, we have decided to increase the maximum number of units in a selection to 300.

You can find a comprehensive list of all the changes on the page wiki:Alpha27.

A new development and contribution environment

This summer, we were able to perform a long-awaited migration to a git-based development environment. We had been using SVN as our version control system, which was adapted to our use and especially adapted to manipulating game assets. However, this limited the agility with which we could provide and accept code contributions. Our new environment also allows us to leverage powerful tools of Continuous Integration and Continuous Delivery, improving the stability and the quality of the game during development.

You can read more about the migration announcement on this forum topic.

Team Changes

phosit, who joined the team during this long release cycle, is now a well-known programmer and almost an old team member (!), with contributions in many areas of the engine and the game. More recently, sera has joined the Programming team and has made numerous contributions to the build system in the context of the git migration. Last, but not least, real_tabasco_sauce has joined the team as Gameplay Developer after his invaluable help throughout the preparation of Alpha 27.

Now is the time to contribute!

With our new developer environment and our plunge beyond the Alpha label, now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life.

We are in sore need of contributors in the following areas:

  • Video Editing
  • Social Media Management
  • Website Design

We are also always looking for, and providing an improved contribution environment, for:

  • Testers and Quality Assurance enthusiasts
  • Translators (get started right away on Transifex)
  • and of course, Developers and Artists – the team will gladly welcome contributions in all areas.

You can also support us by simply donating.

Next Events

We will be present at FOSDEM 2025, with a booth on the floor level of building K. Come and say hi!

Reporting issues

If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet.

Subscribe

See our LinkTree. For press/media inquiries, please DM @play0ad on Twitter or webmaster at wildfiregames dot com.

0 A.D. Development Report: May – August 2019

Written by: Sundiata

Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest development report.
If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read.

If you want to be part of this project, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are currently looking for Programmers, Animators and Artists.

Continue reading

0 A.D. is participating in FOSDEM!

This year again, 0 A.D. will be at FOSDEM, in Brussels, this weekend! FOSDEM is “a free event for software developers to meet, share ideas and collaborate”. It attracts thousands of people and we hope to make 0 A.D. known to all of them.

We are going in full force to the 2019 edition. bb, Itms, implodedok, plumo and vladislavbelov will be present at our stand, level of building K. We will have a lot of goodies for you! Additionally, vladislavbelov will give the closing talk of the Graphics devroom on Saturday afternoon, and Itms will give a lightning talk on Sunday around noon. Don’t hesitate to see other talks, but do save these slots in your personal schedule!

If you cannot, unfortunately, make it to the event, live broadcasts and video recordings of the talks will be made available by the FOSDEM organizers. We will also share some photos of our booth on social media. Here’s to an awesome weekend!

Goodies picture

Goodies await!

Re-release of 0 A.D. Alpha 23 Ken Wood

Wildfire Games, an international group of volunteer game developers, is happy to announce the re-release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare.

This version is a maintenance release. Blocking bugs were fixed and security and legal issues were addressed. The gameplay remained untouched, and both versions of Alpha 23 are multiplayer-compatible; however we advise you to upgrade to benefit from the following fixes.

The team wishes to apologize for the delay in re-releasing. We have addressed other issues whenever we couldn’t make more progresses on the game itself, so the re-release has not been a completely negative procedure.

Easy Download and Install

Download and installation instructions are available for Windows, Linux, and Mac OS X.

0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license).

Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch.

How to Download 0 A.D.
Instructions for Windows
Instructions for Linux
Instructions for macOS

Continue reading

Happy New Year!

All the members of Wildfire Games wish you a Happy New Year 2018. May it be full of wonderful surprises and of achievements in your projects and personal lives!

As for 0 A.D., the year ended with a great recognition from our community of players and followers: we were awarded a Honourable Mention in IndieDB’s Indie of the Year competition! This is the best we can achieve considering we already made it to the top 5 in 2012 and cannot be ranked again… unless we enter the Released category! Be sure that we are headed towards that direction.

We are looking forward to all the new things happening to the game in 2018 and we thank you, old-timers and newcomers in the community alike, for being a part of it.

Interview of tonto_real

Interview of tonto_real – 17/06/03
by Sting


63 year-old Ken Wood is one of 0 A.D.’s elderly members, but nevertheless one of the most passionate! Can you believe that he fell in love with his Mexican wife Rosa the first time their eyes crossed? And that initially they could not understand each other because neither could understand the language of the other? If you cannot, then think again – the couple are still happily married and have three children and twelve grandchildren!

And on top of that, _real has served in the military and enjoyed the position of leader of one of the most prominent Age of Kings clans. Incredible, isn’t it? About all these things, as well as many more from Ken’s extraordinary life, you can read in his interview.

You were a co-founder and first Emperor of the Tonto Clan. Why did you resign from this position of prominence?

Not long after _JB and I had formed the clan, which seemed to grow by “leaps and bounds”, I had a “vision” of what I thought the clan could become as a “virtual empire” on the Internet. The Queen had promulgated our basic core philosophy for conduct online in the immortal words of, “Thou shalt not flame!.” And we had adopted the medieval idea, because of AoK, that we were a “feudal hierarchy”. I then got the idea that I wanted to steer the clan toward development of “Fiefs” of the realm which other members would put_up, perhaps also just learning to do HTML, to expand the holdings of the clan into any areas that were of interest to us, pages if you will, that were all tied to our home page as well as our forums.

So, I drew up “thePlan” and circulated it via e-mail to all members. It was an ambitious plan, but people seemed to like it and soon went to work on it and they became the “Barons” of the clan. Our interviewer himself is a Baron of the Tonto Clan, my long-time buddy, Tonto_Sting.

Subsequently other “offices” were added as seemed appropriate and largely based on what people were doing for the clan. Sometime later in May I believe, unbeknownst to me that it was going to happen, the members of the clan proclaimed me as their Emperor.

About another year went by, and while the clan grew large and weathered through many “struggles”, we managed to accomplish to a great extent that original dream that I’d had for the building of our virtual empire. One should know that I personally have no online computer skills other than I am a “Tommy Talkalot”, so in every case, whether it was the building of a virtual fief on line or promoting the use of a forum, that was done by someone else to their great credit and not just mine alone, to the credit of the clan working together. As the 2nd Emperor placed prominently at the top of Tonto’s boards once upon a time, Tonto Clan is all about people.

The time came when I saw that for most intents and purposes my goals had been fulfilled, so I decided to “step down”. I did so for several reasons. One was to place the reins of the empire into another man’s hands that I had learned to trust implicitly and admire for the manner in which he had risen to the challenge of enhancing his own online skills which were far greater than I possessed. Two was to demonstrate to the clan and to the gaming community of clans that there can be and that there was a peaceful transition of power, and three, that a man need not, if he has a strongly developed personality of his own, just hang onto power to the bloody end, and that what he has “built” if good, will honourably succeed him, which it has. Sometime after I retired from the Emperorship, my successor, proclaimed with the support of the membership, that I am the Patriarch of the Tonto Empire… and I am pleased by that. ?

You have met a few fellow Tonto members in real life. How does it feel?

Well, just like getting together with old friends, though you may indeed be seeing each other for the first time, and that’s the fact.

How did you become interested in joining WFG?

LOL, my interviewer “bird_dogged” me that there were some interesting things going on “over there”… by posting about what the guys at WFG were doing on Tonto’s Merry-Go-Round forum. They were still a bunch of “modders” back then, Autumn of 2001, but what they’d done under Wijitmaker’s lead was produce the Rome at War Modpack for AoK. That changed the meso-american civs into Romans and Greeks and I installed it and loved playing the Aztecs as Romans whereas I’d not before wanted to play the Aztecs at all! And then they were talking about and sort of working towards doing a total mod for every civ in the game that would take AoK back to AoE times! THAT was of super interest because a year before that we’d have a forum on Tonto Clan’s boards that was called Future RTS Games and a group of us had worked together for months trying to put together a “design” that we hoped we could use to convince Ensemble Studios to use to do a remake of AoE/RoR bringing it up to AoK standards, and then some. Well, when ES announced, no, they were going to make AoM that forum “died”. So, hearing, reading that, really resurrected my interest! Then earliest on into 2002 when I saw that Wijit was again taking a leadership role in promoting the idea of making an entirely new game called 0 A.D., because interest in AoK itself was waning, I sent him everything that I could find of what we had earlier done and later got so involved with it myself that I joined the team not long after my favourite interviewer did.

How do you find the time to balance between Tonto and 0 A.D.?

LOL again. I don’t! I’m so wrapped up in the design process for 0 A.D. that it eats up just about all of my available time. But while the preponderance of that does go to working on 0 A.D., I do have to get back to Tonto’s boards every couple days or so for awhile so I can keep up with what my friends are up to, have some great laughs, ponder a question and post a sage answer, *wink* and stuff like that. Tonto for Tontos is always “Home”, and once a Tonto, always a Tonto.

How do you cope with all those “kids” that you encounter in Tonto and WFG? Have they ever followed your words of wisdom?

You might have also asked have I ever followed their words of wisdom. And the answer to both questions is, “Yes!”

You are an expert on Celtiberians. Has this got anything to do with your living close to the Mexican border?

Guffaws! Nary a bit, but how clever of you to sneak in that you know about where I live! At one time I would have said that I’m an expert on Celtiberians simply because I had studied the Celtics at depth, but now I would be more likely to claim that I’ve become an expert on the Iberians and tell you that the “Celtiberians” were merely one group of tribes that existed in the peninsula of those times amongst many others who also had claim to fame, though that is not so well known in the broader context of the “western world” outside of Spain and Portugal.

I’ve learned so MUCH of the history of places and peoples just resultant to having gotten interested in it more through playing AoK, learned so much more that I didn’t know from the books I’ve gone out and gotten to read, the discussions on Tonto’s and HG’s forums, from my mates, my pardners, and of course because of the challenges brought forth by also becoming involved in the making of 0 A.D. as a genuinely historically-based game. But back to the question as regarding Iberians which will be one of the civs featured in the game, I am especially indebted to Piteas who is on our staff as a historian, himself a professional historian of Greco-Romano and Ancient Spanish History and professor at a university in Spain, for enlightening me as to many characteristics of the peoples who inhabited the Iberian Peninsula in ancient and classical times and in helping me to interpret what I’ve also found on Spanish collegiate websites. What a marvelous boon to communication with people around the world is the Internet!

You have had many different jobs. Which one(s) have you enjoyed the most?

Those I’ve had after I retired from the “pressure cooker” of professional work.

There are several I’ve had during my professional army and civilian careers of which I feel I can be justly proud of my accomplishment but that came more though un-daunting hard work and dogged determination than it did enjoyment, so doesn’t answer the question. I reckon the more mundane type things such as, the 3 years we travelled about in a motor home working flea markets, swap meets, fairs & festivals selling crafts and jewellery and stuff (and we’d have NEVER believed that we’d ever do that); doing food demonstrations in a super store part time around Christmastime to earn some extra money was fun until because I usually sold the store out of my product they made me the coordinator for all 15 “demos” and that meant a pile of paperwork to do when I got home so I quit it; and if you count unpaid “work”, too, then building Tonto Clan was fun and working on 0 A.D. is fun.

People at your age usually think of naught but peace and tranquillity. Have you got any objectives that still need to be accomplished?

Well, peace and tranquillity I’ve got, until me or “mine” are threatened in some way, then it’s pure badass old soldier warrior onetime called such as “baby killer” that you get, so I don’t just think of naught but peace and tranquillity. Objectives yet to be accomplished, lemme see over here on my desk where I’ve got some post-it notes:

1. Replace the broken window in the back of the motor home and fix a number of minor things that need fixing so that we can go to Patagonia Lake and go fishing in it again (my wife just LOVES to fish from before sun up to after dark while I explore the trails to see what’s “new” around there and read a good book).
2. Get rain gutters put around the roof eaves of the house so that there aren’t waterfalls and lakes in front of the doors when it rains even moderately.
3. Raise the cement floor in the “Arizona Room” 4 inches so that it doesn’t flood under the doors when it rains heavily during summer thunderstorms.
4. Tear out the south wall of the “craft room” at the back of the garage and replace it with a greenhouse wall so that we’ll have a conservatory for frost-tender plants when it gets cold during the winter.
5. Rip out and lay new tile on the kitchen floor because Rosa can’t stand the mustard-yellow colour that it now is.
6. Build an HO scale model railroad based on the west coast steam era of the 1930s-1950s in the Arizona room if I EVER get all of the above done.
7. Try to keep two older vehicles, Ford pickup truck and Dodge van, running FOREVER (tip, change the oil EVERY month whether you think it needs it or not).
8. Do NOT, do NOT, DO NOT go into debt in such a manner that I cannot pay for things when I get them so I am not making the fine life for someone else who is living off of MY interest just because I, like the majority of folks I know, cannot delay gratification until I CAN afford a thing or feel that I have to “keep up with the Joneses.”

Izzat enough?

I know you enjoy smokin’. Have you got any other vices?

Ummmm, well, no… except that some would claim that I’ve become a “computer potato”.

Outside Tonto and 0 A.D., what are your hobbies?

HO scale model railroading in the genre indicated above, especially of the Southern Pacific Railroad and its subsidiary Pacific Fruit Express (which my granddad worked most of his life for). I grew up during the final decades of the steam era, often living right next to or very near the tracks and was always fascinated by those BIG mutha choo-choos puffing and chugging on bye. The most astounding thing that ever happened to me in my life was when a train wreck took place right in front of me when 4 engines (albeit diesels by that time) piled up atop one another only 30 feet in front of me at the crossing where I was awaiting their passing! That was more startling than a mortar attack. As I said, my granddad was on the railroad so I got into the yards where he was the general stores foreman for the repair shops, when in high school for a time living with him us kids used to hitch a ride on the slow trains going through the yards most of the way to school. I made quite a few days-long journeys across country on the passenger trains of the Southern Pacific, Louisville and Nashville, Texas & Pacific, Missouri Pacific, Illinois Central, Great Northern Railway, and probably others (where I ALWAYS met pretty girls who made the trip ever so much more pleasant for 2 or 3 days at a time), and the last one being on a troop train (which had to stop out of town and then sneak into the Oakland disembarkation docks at 4 A.M. to avoid the Vietnam war protestors who’d been laying on the tracks—but I guess those wusses got cold and went home). The most interesting rail trips I made were on the Chihuahua al Pacifico in Mexico and the railways of Costa Rica from the capitol, San Jose, to either coast, Caribbean and Pacific. I’m a member of the Cochise & Western Model Railroad Club which has a BIG layout in a whole building of pretty good size (they have a website online), was once the vice president of that for a time years ago but then moved away, now, because of 0 A.D., LOL, sometimes miss the meetings, but have just rejoined after having moved back here in February. When I was in the Army I flew for most of my career, but yeah, it’s the trains I dig… and if you’d ever seen 6 big black monster engines belching smoke and roaring grunts aloud as they humped a heavily-loaded one-hundred plus car drag up a looooooonnnnG hill grade, why, you would have known beyond a shadow of a doubt that you were looking at sheer MUSCLE!

Other than that, just about anything to do with plants and horticulture have been a life-long interest, also mariculture and aquaculture, and I’ve long been known in my family as having been a “geography freak”. Oh yeah, I LOVE maps. Maps and imagery. And I really dug it that most of my Army career was in aerial surveillance and reconnaissance because it is so fascinating to see, discover, what human beings DO, or have done, on the terrain below. Maps are so kewell! 😀