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Plans for DoC 1.19 and 1.20

Leoreth

KEL
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With the release of DoC 1.18, it is time for what comes next for the mod. As you can tell from the title, I want to do things a bit differently this time and actually cover the next two versions. This is how I plan to continue development for the mod:

Immediate 1.18 Support

Regardless of any further development of new features for the mod, of course I will continue to support the current version and address bugs and balance issues. There is always a line between addressing a balance issue and a major change to the game. Certain issues in the games may only be addressed by more fundamental changes (e.g. new UHV goals, new mechanics etc.). I might decide to consider these long term goals and not address them immediately.

Break

Beyond immediate 1.18 support, I want to take a step back from the current pace of development for some amount of time. Despite the long time spent on it, finishing 1.18 required quite the intensive time investment from my side. For example, for the recent months it wasn't uncommon to have daily updates or at least 3-4 times a week. Certain efforts that were less visible, such as completing the city name logic, also required a lot of my time. I have been working in this mode for a long time and I want to take it down a level now that 1.18 has been released. There are also some ideas and projects unrelated to Civ4 modding that I want to spend some time on but couldn't really get to because I wanted to bring 1.18 to a close.

I cannot say how long this break is going to last, or even how much it will actually be felt in practice. This is why I started by affirming that support will still be ongoing, I will still visit this forum as usual, and still address bugs etc. (but perhaps in more focused sessions with more time inbetween). Please continue to stay engaged on the forum and report your experiences as usual. I will file away anything that comes up and get to it eventually.

Dawn of Civilization 1.19

Trying once again to have versions with more manageable goals and shorter development periods, I want the primary focus of this version to only be the introduction of further civilizations with a secondary focus of introducing new scenarios if that helps supporting these civilizations.

Technically, we introduced a lot of new civilizations with 1.18 already, but in practice for people following along with the development, that was quite early during its development and therefore already quite some time ago. I also originally promised more scenarios for 1.18 as well but eventually decided to drop it to limit the scope (from being even bigger), but I haven't forgotten the idea.

If you recall the motivation for the new civilizations in DoC 1.18, they were specifically chosen to support the introduction of the new map: areas that were opened up by the enlarged map could now support additional civilizations compared to before, and the idea was to add them because their existence was going to have a balance impact on other surrounding civilizations that had to be rebalanced for the new map anyway.

The civilizations I want to focus on for DoC 1.19 are kind of the other side of the coin of that perspective: civilizations that do not really impact the development of the game or the interaction with other civilizations, but that would be fun and interesting to add to the game regardless. That could be for several reasons: these civs are either small or optional, they only appear late in the game and wouldn't impact its course much, or they occupy the same geographical area as already existing civilizations. I cut many of them from 1.18 and now they can be added with DoC 1.19.

In a similar way, if I think it makes sense to add a scenario to give a better starting experience for these civilizations, or simply to avoid excessive autoplay times, I can also do that.

For now, I don't want to share a list of civilizations to be included. Unlike 1.18, it isn't crucial for the whole endeavour to identify them in advance, so I don't have a definitive list. I might think of something else to include along the way, or decide that something I wanted to add didn't work and drop it. Even for the ones I am pretty sure are going to be in, I think it is more fun to reveal them gradually. I think for both sides it is more fun if an interesting new civ is added to the game without much expectation, rather than it being a to do list for me to work on completing.

Dawn of Civilization 1.20

This version is going to be more ambitious again, and might require a greater scope that is difficult to estimate in advance. The goal for DoC 1.20 is to Incorporate the Advanced Civ Mod.

In case you are not aware, Advanced Civ is a mod focused primarily on improving the game performance and the opponent AI. Both of these are aspects that DoC still sometimes struggles with. Even if the negative impact is not as bad as I anticipated, introducing the larger map did lead to a worse performance for the mod, especially in the late game. And of course, we are all aware that the AI often struggles with certain aspects of the game, even surprisingly simple ones.

I made some efforts to improve on both of these fronts when the problems were especially egregious. But I am not an expert on either of these points, and instead of reinventing the wheel it makes a lot of sense to incorporate solutions that already work very well. In fact, for many AI issues that have been reported in the past I decided not to attempt to improve them because I knew I would rather have the more comprehensive and already well tested improvements from Advanced Civ.

Doing this is probably going to be a lot of work. Even though the tagline is to incorporate Advanced Civ into DoC, from a practical point of view it is probably going to be incorporating the DoC code into the Advanced Civ codebase and using the result as the new mod. Not only is the extent of the changes from Advanced Civ greater than from DoC, it is also easier for me to incorporate things that I am familiar with and understand well, rather than the other way around.

Another issue with this is that it is a very "all or nothing" effort. It would make things even more complicated to gradually include certain Advanced Civ features into the mod. So most of the effort of 1.20 is going to be invisible until it is suddenly completed - of course followed by subsequent playtesting and addressing any issues that arise.

I hope completing this sets DoC up well for the future and forms a good baseline for any features that come after 1.20.

Development Stages in Practice

Even though I introduced these stages as a clear sequence, in practice it is going to be more likely that they are going to occur in parallel. For example, I might go on break for some time, then return to development work on 1.19 and 1.20 in parallel, and then decide to go on break again. And regarding 1.20, it is probably more fun for everyone if I make some progress on it in a separate branch, come back to 1.19 to add another civilization, and then continue with 1.20. So it is very likely that 1.19 and 1.20 proceed mostly at the same time. That way it is both better for my own motivation and will keep the mod alive and interesting.


I hope that is enough information about my plans for now! If there are any comments or questions, feel free to let me know. You are probably going to hear about 1.19 sooner rather than later. Part of the process is to identify art that could be used for new civilizations, and I plan to involve the community where possible if people are willing to help. At least, that should give you some clues about what's coming up.
 
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Thanks for sharing this (and thank you for all your work on the mod). I'm curious, does your plan for 1.19 include any plans to cover nomadic civilizations like the Lakota, Comanche, Huns, Vandals, Bantu, Zulu (etc.) or is that a feature that will have to wait until 1.21 or later?
 
There are a lot of civilizations like this that I would like to do, but I don't think the game can support it with the current mechanics. I want to that that part seriously enough to design the necessary mechanics before I can add them. Since the point of 1.19 is to not require any big changes, unfortunately that means it has to wait until after 1.20.
 
sorry in advance for being ignorant and presumptuous, but I have not been following the trend of civ4 for many years (but yes, I still play doc 1.17 quite often when intentionally want to kill my time..) until today my old pal told me the 'larger map version' is finally released.

regarding the Advanced Civ, have you considered move to LLM-based AI once-for-all? it would be devastating for folks still using medieval GPU, but with mini Model pre tuned, it should work fairly well even on a 3060.

If interested I am happy to answer any questions or even invest quite amount of my time to help with development. DoC has been my forever love that EU or vic never charmed me as much.
 
Using a language model to generate game decisions (which are not in the language domain) would be a quite backwards way of doing things. If you have an example of a reinforcement trained AI for Civ4, let me know and I can take a look at it.
 
Hello, since the topic of AdvCiv is mentionned, you may want to look at my mod AdvCiv-SAS, based on advciv 1.12, either as a base or more conservatively to possibly handpick from specific fixes or enhancements i added. In particular those related to AI which are numerous, some of which were very problematic.

A good overview can be found here in particular:
- main changes guide: https://github.com/wonderingabout/A..._AdvCiv-SAS/Docs/README_Main_Changes_Guide.md
- the mod's cfc page: https://forums.civfanatics.com/resources/advciv-sas-simple-advanced-strategy.32513/
- known issues (may be a bit less updated and way more verbose; useful for screenshots/links if want to look even deeper into it or context maybe): https://github.com/wonderingabout/A...cs/README_Known_Issues_In_Base_AdvCiv_Civ4.md

Settler is so much smarter in advciv-sas, workers as well even though code is a bit messier there, problematic infinite workboat loops for dozen of turns in many cities, etc. that were in base advciv 1.12, and possibly many other things if i hopefully didn't make mistakes along the way.

Code may be quite messy or verbose at times though. I tried to make it effective and clean as much as i could (not expert either i mean if i may say but i believe with the help of LLMs like chatgpt and such and my re-reviewing (vibe coding i guess in short) i did that quite well more or less but anyways etc.).

Most of the changes i tested in autoplay with before/after screenshots so i hope my results are quite reliable hopefully for the most part.

Note: make sure you clone if you go this way, as with the .gitattributes settings some non-necessary for play files (images, some documentation or files, etc.) are not available through zip or such downloads

edit: i just released advciv-sas 5160 yesterday which is the latest stable version of advciv-sas as of now if it helps (but cloning would provide more files as said before anyways etc.).
 
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May i up this to highlight the recent UI reworks (ingame and in sevopedia) in AdvCiv-SAS, many of which (sevopedia part) heavily reuse RFC DOC mod (with the help of chatgpt 5.2, claude opus 4.5, or such or myself to enhance them, and especially so from other mods like Middle-earth that has super nice sevopedia UI) (one of my earliest reworks using RFC DOC mod heavily was beautifying sevopedia terrains and bonuses hehe xd, and much more recently i reused the header grouping logic that worked great in advciv-sas, with some adjustments or what i'd consider enhancements as well (e.g. the tie breaker logic checking if an improvement is a water or land improvement (if i remember it correctly) to prevent duplicates was faulty or incomplete in case the duplicate was on the land side (2 land improvement trades for same bonus for example if i understood it correctly i mean), plus we'd want to to show, for the Oil edge case having 2 imrpvoement trades (Offshore platform (water), Well (land)) that both are possible in the header rather than pick one. I beleive our code does that quite well, and adds new groupings too like Feature (Removable) (jungle, fallout, etc.), improvements (growth) (cottages, hamlet, etc.), making it quite clean to read.

On the ingame side, i have enlarged the UI, and more recently added buttons to the military advisor and city city screen. I believe the UI is much much more pleasant to browse i mean if i may say but anyways etc.

Since you want to move to AdvCiv, i believe you could import the py files directly, since i mostly if not at all (except maybe some minor things in sevopedia leader such as a few bbai getters (5 victory weights) now being exposed from (C++ to python) or such) added anything advciv-sas specific in them, so they hopefully could be directly be imported in your mod if you base it on advciv (or alternatively on mine, since i add countless changes that may be tedious to import, but you may not want all my changes or approach so adjsut as you see fit, the key points is UI reworks are fairly easy to export to any advciv based mod.

See samples below.

I added some xml defines so player can configure them as they prefer as well, e.g. https://github.com/wonderingabout/A...ets/XML/GlobalDefines_advciv_sas.xml#L15-L142 (as of now, line numbers could change in the feature but it should stay in same file).

You can see much more information, no need to scroll, i believe it's worth the consideration in whichever way you'd want to steer your mod's direction, as i said either to handpick from or to base it on straight on (UI would be almost easy blind copy paste and work as is if i'm not mistaken, which is one of the things i much appreicated when i started modding advciv-sas, barely knew things, but yet could copy paste the much enahcned (at the time and still vs base advciv thanks again but anyways etc.) sevopedia terrain and sevopedia feature, it motivated me to gradually impelemnt more stuff as i had my mind set to xd, and i appreciated the simplicity and effectvieness of rfc doc assets (like fpks being neatly ordered (simple name, folder, find xd) unlike in some other mds i won't name and it's not the point xd and whatever i mean but in short i mean hopefully this info helps (and does me some publicity shamelessly at same time xd, but i still hope it helps. Thanks).

edit: one of the changes may be updating the sevopedia to it using full game window as i designed it set as such though as well i forgot (in base advciv the dimensions are located in sevopedia main).

edit 2: the search bar in sevopedia is seemingly fully functional and implemented just today (in sevopedia main as well but anyways etc.; see screenshot as of now 0.610), see details at related advciv-sas cfc post.

edit 3: also upscaled and i am beautifying the info screen, for example the top cities / wonders' tab now looks like this, with much more info and wonder buttons as well, see for details AdvCiv-SAS's github page with examples there.
 

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Alright, it may betime for me to upload on his post again xd

I made many (at least some xd) new creations that may be relevant for RFC DOC, and i also have relevant feedback you may possibly find valuable.

First, here are some of my newest creations in AdvCiv-SAS (Simple Advanced Strategy) since last time, dont with the heavy help of chatgpt 5.2, GPT-5.2-Codex, claude opus 4.5, claude sonnet 4.5, claude code, etc; plus some screenshots below of:

- Beautified Play Now screen that has a more modern and enlarged look, heavily reduces the need to scrol based on c2c mod's approach
- In particular, it shows the new game speeds we added (Slow (1500 / 300%), Very Slow (2000 / 400%), Turbo (250 / 50%), Nitro (165 / 33%) which should provide new experiences possibly especially for the very fast ones maybe i mean)
- Also added new Chart Pages (Handicap Chart, and Game Speed Chart): they should provide extremely helpful (i think) information in a visual and sortable table way :) i belive they are very nice xd, and will likely add more of these like possibly maps or such, although it is not promised nor guaranteed but ideally yes i think
- Moved the index from the tab where it was hard to see to now being a category (btw as of now the first category), it also has a search bar, although doesnt have keybaord controls atm (other pages have keybaord UP/DOWN controls though), i believe it's super useful and nice too :)
- On that note and related, i heavily simplified sevopedia main (AI did xd with my help maybe rather), which should make it incredibly easier to maintain and add/remove ctaegory, the past code was extremely spaghetti, see: https://github.com/wonderingabout/AdvCiv-SAS/commit/aca192481508a3cac3e8812dc970aebc8675b874 ; consider implementing it as well with or without my mod i mean xd
- also i fixed the camel tga which i got from RFC DOC if i'm not mistaken, now with the one from Middle-earth mod which is super nice btw and served as inspiration for many of my reworks, to not overcrow screenhsot sas i'll liekly (but again not promised nor guaranteed although ideally yes) add more screenshots, the comparison there: https://forums.civfanatics.com/threads/advciv-sas-simple-advanced-strategy.699716/post-16906335, here i showed one updated city screen view with this new tga only for concision. Key point is now tga's art matches the button art that was used in the other places that were most of the places too
- edit: also fixed one or a few minor base advciv bugs since as well

As of now they are only in the development version of AdvCiv-SAS and i plan to add more, but i generally release the fairly fast so maybe expect these not too long in the stable version (although not promised nor guaranteed but ideally yes xd again)

Going forward, i want to:

- continue adding more features
- especially pay attention and fix many old and sometimes new needlessly verbose and long and subjective code comments xd throughout the code, mostly using AI but also myslef maybe for manual read possibly too
- add more AI and UI and user QoL new features and polish, tweaks, fixes, enhancements.

I believe these and more generally what AdvCiv-SAS provides heavily improves user experience over base advciv 1.12, if you want to import them in your mod, the UI should be very compatible with a base advciv stuff since my mod is minimal in new content as of now (and likely will stay as such, although not promised nor guaranteed), as of now thee are no fancy new xml fields or whatnot, at most SAS global defines in GlobalDefines_advciv_sas.xml that should be fairly easy to migrate wherever you want. AI stuff is not hard per se to mgirate but very tedious and nested in many places (e.g. one fix touches many files, etc.); adjust as you see fit and thanks xd for allowing me to update it here i mean and for your interest! :)
 

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Thanks, but you don't have to post updates on your mod in a thread about my mod.
 
Sure thing, will keep it in mind and not do so in the future, i hope the info helped so far, and yes you are correct that this is out of place of me i didn't consider it i mean, my bad and thanks :)
 
No worries, I just don't want this thread to be off topic. I am keeping tabs on your updates by the way, so I won't be missing any developments.
 
Thanks and no worries on my end too :) I also agree with you on this, as i also had he goal of promoting my mod, although it is good if the changes help here too i mean.

And yes in the future i have a bunch of stuff planned, although again i don't know how much i'll actually do, hopefully many new things, but not promised nor guaranteed, but ideally yes xd thanks.

If i have a specific thing i need related to RFC DOC, such as installer issues or such as i did before, i'll mention it there if i need to. Thanks,
 
If you have anything you need regarding DoC specifically, feel free to use the general discussion thread, or reach out to me directly via PM.
 
My most desired Civ in this mod is Peru, because currently the Andes between Colombia and Argentina (The Peru Bolivia region) is either controllled by Spain or by a very backwards Inca.
 
Hello, are there any plans to rework the system of territorial and separatist connections in the future? Currently, it creates certain disruptions to the natural course of events should the political situation change. For example, if Britain suffers serious damage for some reason, preventing it from colonizing distant lands—say, if it is captured by France—many lands will remain undeveloped. No one except Britain has historical, or even conquerable, territories in Australia and New Zealand, which is why these territories remain undeveloped for virtually the entire game. This is also logically incorrect, since supporters of centralization are not only found in the core zone; they can also be found in the historical zone. If a revision of this system is planned, how far in the future is it likely?
 
From the top of my head:
Oceania New Zealand is historical for Netherlands. I think Australia has only English Historical.
South Africa is historical for Dutch, English, Portuguese, and Germans a bit
North America and Caribbean not a problem
South America has issues.
Brazil: I think only Portugal has historic claims to the actual Brazil region. Dutch, English, and French do have historic zones on the north shore but note sure if this is enough to trigger Brazil spawn.
Argentina: same issue but with Spain.

Suggestion: for Australia, Argentina, and Brazil ensure existence of capital cities by either spawning independent cities or have another colonial civ (Netherlands?) also have historic claims.
 
Hello, are there any plans to rework the system of territorial and separatist connections in the future? Currently, it creates certain disruptions to the natural course of events should the political situation change. For example, if Britain suffers serious damage for some reason, preventing it from colonizing distant lands—say, if it is captured by France—many lands will remain undeveloped. No one except Britain has historical, or even conquerable, territories in Australia and New Zealand, which is why these territories remain undeveloped for virtually the entire game. This is also logically incorrect, since supporters of centralization are not only found in the core zone; they can also be found in the historical zone. If a revision of this system is planned, how far in the future is it likely?
No plans for the moment.
 
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