WildWeazel
Going Dutch
This is a place to discuss new features you would like to see in OpenCiv3, or just differences from Civ3.
Civ3 Conquests gameplay is our baseline target. The general idea is to create a game that is easily configured to mimic C3C while allowing for much greater flexibility in modding, and to build in high-priority new features as go. We of course plan to eliminate hard-coded limits (as in number of eras, civs, cities, etc.) wherever possible, and avoid recreating bugs and broken features. We also intend to create a scripting interface of some kind. Anything beyond that is up for discussion. However, as we aim to produce a game functionally equivalent to C3C, the real value of these discussions is not to fully spec out features for us to implement, but to identify the kinds of things that the community wants to be able to mod. Then we can design the game and especially the modding interface to able to accommodate these requests, even if we don't implement them ourselves.
When proposing an idea, consider how it might be used in-game and configured in a mod. The more specific the better. Here's an example to get us started:
Combat bonus vs specific units
Units should have a special ability giving them a combat bonus against specific unit types, such as polearms vs mounted units. This would be easily configurable in mod files via custom tags, similar to those in the C3C editor ("wheeled", "foot unit", etc.) except arbitrarily added by the user and with no inherent effects. The unit data might have a set of modifiers, each with a tag name and multiplier value. In this example all mounted units would have the user-defined tag "mounted", and all polearm units (which may have a tag of their own) would have a modifier attribute
Civ3 Conquests gameplay is our baseline target. The general idea is to create a game that is easily configured to mimic C3C while allowing for much greater flexibility in modding, and to build in high-priority new features as go. We of course plan to eliminate hard-coded limits (as in number of eras, civs, cities, etc.) wherever possible, and avoid recreating bugs and broken features. We also intend to create a scripting interface of some kind. Anything beyond that is up for discussion. However, as we aim to produce a game functionally equivalent to C3C, the real value of these discussions is not to fully spec out features for us to implement, but to identify the kinds of things that the community wants to be able to mod. Then we can design the game and especially the modding interface to able to accommodate these requests, even if we don't implement them ourselves.
When proposing an idea, consider how it might be used in-game and configured in a mod. The more specific the better. Here's an example to get us started:
Combat bonus vs specific units
Units should have a special ability giving them a combat bonus against specific unit types, such as polearms vs mounted units. This would be easily configurable in mod files via custom tags, similar to those in the C3C editor ("wheeled", "foot unit", etc.) except arbitrarily added by the user and with no inherent effects. The unit data might have a set of modifiers, each with a tag name and multiplier value. In this example all mounted units would have the user-defined tag "mounted", and all polearm units (which may have a tag of their own) would have a modifier attribute
{ "mounted", 1.5 } for a 50% combat bonus against anything with the "mounted" tag. These modifiers should be rendered in the Civilopedia page with the other stats.
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Of course there should be a check for the tile not already containing such a type of "(building) resource".
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