Initially a fork of 0AD, the realtime strategy game targetting city phases and fun play, it combines RPG and co-op features with RTS. It simulates world history starting at 200 000 B.C.E. and features realism like flow of time, lively atmosphere, civilization merging and foundation, day night cycles, weather, seasons and an elaborated tech, commander system as well as a hybrid AI for RTS-RPG style game play (coop, p2AI, AI2AI, p2p). Travelling time may give rise to questions about the circles the world seems to be caught in, e.g. conflicts, misunderstandings and group, personal interests to the disadvantage of the beauty of the world
Today in Normandy I lost several of my settlers' kids due to the overarching commander's own stupidity (me). Exactly as designed, 0 B.C. fulfills its purpose. It showed how one lightly risks even kids to reach "bigger" goals. In my case construction of a new civic center with too small protective accompanying army. Desperately I ordered them to continue constructing in a shower of arrows and approaching enemy lines. Mea culpa