SWY
Prince
CivOne
An open source implementation of Sid Meier's Civilization
An open source implementation of Sid Meier's Civilization
CivOne is an effort to recreate the original Sid Meier's Civilization game in C#, using the original resource files.
The project primary goal is to end up with a near exact copy, including all the bugs/features/limitations. Later on, we might add multiplayer, bigger maps and modding support, but that's not our focus at the moment.
There are currently binaries available for testing, to help tracking down bugs. If you want to help, please download the attachment from this post and report any bugs you find to GitHub or in this forum thread. Thank you!
Please note: The version in this post is a bit old, for the latest version, please check the website or look at one of the last posts in this thread. I will update the main post once the first Alpha version is complete.
Current (Windows) test version: Download
Sample plugins: Download
- First process units, then cities (fixes Lighthouse effects in first turn)
- Naval units end turn when entering cities
- Starting positions on EARTH no longer validated (fixed civs not spawning)
- Disabling Civilopedia Text option disables it on all instances
- No more error when trying to irrigate an irrigated tile
- Fixed rendering of south-western coast tiles
- When deleting a naval unit, also delete all it's cargo
- Fixed drawing idle naval units with cargo
- Implemented dialog template code (optimization)
- Hopefully fixed hang on quit issue
- Many, many code cleaning actions
- Government selection is now a task (fixes overlapping menus bug)
- Fixed government selection time (MOD 4, or 1 when Pyramids are effective)
- Only open enemy cities when SHIFT 5+6 cheat is active
- Governments are now objects instead of enums (opens the possibility to create government mods)
- Tax/Luxury rate dialog is now a task
- Unit stack in sidebar now displays correctly
- City specialists and their effects implemented (banker, taxman, entertainer)
- City can no longer get resources from tiles that contain enemy units
- Buildings can now be sold
- Units/Improvements can now be bought
- Fixed random crashes later into the game
- Barbarian movement is now seperate from the rest of the AI
- Disband unit if the city doesn't have enough shields
- Pressing H now sets the home city
- Modern discovery screen is now used after discovering Electricity
- Fixed trade base values for science, taxes and luxuries
- Default units are now Militia, Musketeer, Rifleman when available
Known issues, no need to report:
- AI moves sometimes show on undiscovered terrain
- There is no confrontation possible with enemy units
- Barbarians disband themselves, that's intentional
- More
How to install mods:
- Download the zip file with sample mods.
- Place the dll files in the .\plugins folder.
- The mods are now active.
If you're feeling experimental, please download it and try it out.
Here are the obligatory instructions:
Extract the zip, to a folder (ex.: C:\Games\CivOne\).
Make sure you have .NET 4.0 installed.
The game will ask where the original Civilization files are, and copy them to the data directory.
!!! For now, only English game files are supported. If you're testing with another language, the game might crash !!!
To run the game, start .\bin\CivOne.exe or .\CivOne.bat
To run the game setup, start .\Setup.bat
To run the game demo, start .\Demo.bat
To make screenshots, press Ctrl+F5.
To make a screenshot of the entire map, press Ctrl+F6.
If you want to load save files from the original game, you can copy them to .\saves\{drive_letter}.
The game is made with .NET 4.0, so it should run on Windows XP with SP3 and higher, but I've only tested it on Windows 10. Please let me know your system/software specs and how the game performs.
Please, report any bugs in this thread or (better) create an Issue on GitHub. When reporting issues, please be as detailed as possible.
Thank you for testing.
Visit the reposistory: CivOne on GitHub
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