Civilization PBEM???

PBEM is Play by Email
I didn't read the whole thread but if your asking if thats a new civ game, its not. its just a way to play multiplayer games :D
 
It is not a NEW, e-civ project is 3 or more years old...
This is not a WAY, because its general distinction of SM's Civilization is not in process of turn's generation.

And if e-civ it is not a Civ-game, then I'm a horse ((c) russian language). :D
 
In the last version of rules, in the last game, new science model is used. Science research is divided on some eras. Era is the number of cheap applied scienses, and one very expensive science - the way for next era. In addition of e-civ independent 6-ways science it is great model. :)

This game started BEFORE release of Civ3. :)
 
:king: In the last Pro game the vast number of new resources and building are inserted. Screenshot below shows one of the newly entered resource branch - weapon for cavalry. In the early medieval times (or in the late Stone Age :)) this weapon rule on the battlefield but with the discovering the battle formations it becomes less effective.
 

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The idea is brilliant:goodjob: ( I've always known that Kharkov can be considered the center of Ukrainian programming ) :D
But the graphics still needs some improvement. As I've noticed, there are some elements from Civ2 and Civ ToT, but all in all...
Well, if you tried to pay our attention to that game, you managed to do it. I think there are many undemanding players that need some new game concepts, that could make civ more complex and therefore, more interesting. I will gladly try e-civ
 
The graphics depends on the client program which is many years old. If the good programmers will re-master it, it may be any - I had seen even 3d-view of e-civ. :) (Sorry 4 my English).
 
Today one important work is complete - Martin-Borregon Martin, Marcos, the man from Hispania, has finished the translation to english of old e-civ document, FAQ. However he slightly break the document's view. :p

It's very recomended for new players to read this document.

There exists the advanced version of FAQ, also in Russian but Martin works for it. :)
 
Next week the team-play oriented party Team2 will be started. The subscriptions to it is still open; anybody can take a part in it if he/she submit a request.

- This party have fixed diplomacy (alliance with team members; war to all others countries)
- Party is based on modern Pro serves; all features are enabled.
- First 20 turns for newbies are free.
- It's good idea to play e-civ before - at least some turns in tutorial Wait2 party is recommended.

Request need to send for me - Request-sent-to-Hommer or GM - GM-adress.
 
In the last Pro game the many Fantasy objects are introduced. :) Here are the example of occult science... Costly but effective.
 

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Originally posted by Hommer
No. It is VERY complex program (Client for E-Civ), and it is written by SINGLE man. :goodjob: It is impossible to write such program using VB. :)

Bah...I could write it.

It would take months, and would suck....but I could do it in VB. :p After a few years of tinkering....I could smoothen it out all by myself. :)
 
Corny is a VB Master. ;) This must have gotten moved by a moderator because I doubt I would have missed this if it was originally posted in All Other Games. I will have to check it out this weekend.
 
Here is another list of game features:

- It's a completely independent project, not a clone of Civilization or any other similar game. However it uses some graphics of Civ2.
- The goal is the domination of the whole world, but victory conditions can be changed from game to game. E.g. simple domination (one player exceed 50% of entire game rating), construction of specific building, control of specific regions etc...
- E-Civ is a very high predetermined game is his calculations: there are few events that are calculated by random. During battles some random numbers are presented indeed, but because of the game mechanics the result of most of battles can be predicted.
- The main game object is the only one person. Every guy in the empire (!) have its own task - live in the city and work; get involved in a military or navy unit... It's theoretically possible to give a specific task for every people in the empire. The empires have no population limits.
- Exclusive economic system. Really unique. The main producing object in the game is people working in some ways - in city buildings, city constructions or constructing the land enchanments. Complex system of industry production include resource gathering and processing; some of half-finished products can be used as finished products. E.g. Stone Spear can be used as a Weapon but after processing it can become a Phalanx Order. :)
- There are Strategic Resources in the game; most of advanced equipment and buildings are made from it.
- The City object is different from others civ-like City models. Cities in E-civ consists of many buildings of diferent types and store any produced or transported resources. This means that the city in e-civ can perform MANY actions in the single turn - e.g. produce food and money, build internal buildings, form military or civil units, discover sciences etc. Cities have many parameters affecting the productivity of city workers; bonus for city defenders included. :)
- Game information is available to players only in the range of sight of his units and cities; scientific information - only in the range of discovered and available sciences, with some exceptions. During the game some information can be refreshed - e.g. buildings can produce additional types of resources; strategic resources become discovered etc. The Fog-Of-War concept is realized; the information of "long-time-ago-seen" objects don't resfresh.
- The off-city infranstructure system is well developed - there are various types of roads, irrigations, mines, terraforming...etc. All off-city buildings can be constructed by any unit consisting of people, Military included.
- Developed and flexible system of unit equipment. Items of equipment are produced in city buildings and have many usable parameters.
- There are 3 strictly different types of ground units - People Units, Caravans and Spies. Main tasks of each type of units cannot be performed by units of other type: e.g. caravans cannot make any sabotage, and spies cannot build or combat.
- People units aren't produced, they are easily formed from the city population. Unit have variable size, complex structure and have three optional "slots" - weapon, armor and equipment. It's possible to upgrade units with the alteration of any (possibly all) slots and changing of size.
- Armed people units and spies have the parameter "Experience" affecting their performance. They gain experience each turn they survive (only a little), by training or by fight in battles or doing spy missions.
- The main combat parameters of a unit are: Size of the unit; Experience level; Attack; Defence; Range and Ammo (for range weapons); Speed; Current morale. Experience affects Attack, Defence and Morale.
- Each Unit always is included in Army. Army is group of units (or single unit), and is designed for simultaneous actions of units; units can freely join or leave army. Army can combine people units and caravans.
- There is special type of units - Ships. They are only unit capable to move over Ocean tiles. Ships are formed from ship hull resource with addition of some crew. In the advanced games (on Pro server) the ship combat is implemented. Ships always included in a Fleet - like ground units always included in an Army.
- Battles are automatically calculated by server during the turn. There are no limitation in the number of battles. Any unit or city can be involved in unlimited number of combats each turn.
- Battles take place when hostile armies occupy the adjoining tiles (with some exceptions). Only armed units are involved in battles. All the units of each side are grouped in an Army. On the battlefield units move and fight according the battle plan. According to the battle plans of each side the same battle can be finished or by complete defeat of one side or without any casualities.
- Winner army capture civillian and surrendered enemy soldiers that become prisoners. Also capture enemy caravans.
- Cities can have additional defence bonus gained by city defenders. During the city siege a city militia can be formed. When you captured a city some demolitions are performed. Any city can be captured many times in a single turn (however this sity will become a ruin).
- Spies interact only with the spies and cities; armies have no effects to them. Spies are visible to their owner only.
- Spies can perform invisible reconnaissance; perform various types of diversions in cities; can work as counter-spies...
- Main game events are performed in ground but it's possible to transport game objects, like caravans or people, by ships.
- There are 6 science divisions in the game; any science can be linked with the sciences of the same or any other science's division. It's possible to research many sciences in any divisions simultaneously.
- The scientific exchange is not permitted in this game.
- There are many versions of tree of knowledge which determine most of game resources: Basic, light-vesion for novice games (Wait and Nov series); Advanced for experiened players (Mid serie); The most complex (Pro and Team). The differences between these versions are very significant.
- Tree of knowledge is very flexible by nature and can be changed from game to game; during the game it is static indeed. The tree of knowledge is "closed" so player cannot examine future sciences. The tree changes can be very noticeable.
- There are 3 diplomatic states between empires - War, Peace and Alliance. Default is Peace.
- All players are human players, AI is not implemented.
- Change of diplomatic state is performed after moves and battles so you cannot declare war and attack in the same turn.
- There is no fixed limit for the number of players in a game, it„§s limited only by the hardware capabilities of the server computer. :) The usual number of players per party is 30-40, the maximum known was about 100.
- Turns are performed simultaneously for all players.
- The games have common PBEM modes of turn processing - 5,3,2 or 1 turn per week. Games can change its mode to slower tempo by request of most players.
- The Average number of turns in a game is about 60. But in general number of turns is unlimited.
- There are some types of games (also known as Series) - Wait games are the fist, and act like as an obligatory tutorial play; Nov is for novice players; Mid, Pro, Team and Test - for experienced players. The differences are noticeable - for experienced games an specific client program is required.
 
Pro4 game is over. The game doesn't have intrigue - leader was knows since middle of game and there was almost no attempt to prevent his victory. :(

Results of game are:

King XOMA 28,68% (1.025.954 peoples, 59 cities)
Baron Igor 17,44%
Pharaon 8,52%
MAXiS 8,24%
Maikl 6,70%
Dener 6,59%
JOJ 5,52%
Proisk 4,98%
Conas dkTS 3,50%
Hommer 3,33%
Andrey 2,16%
Moro 1,98%
Tongaor 1,69%
Tamerlan 0,68%
 
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