Gentlemen!
We now have an extraordinary team together, and I think it time for us to choose a direction.
I’m going to begin by suggesting that we put aside both the .exe patching and .biq/.sav utility approaches. My reasoning is quite simple: nothing we do, by either of those means, can (for example) fix how the AI handles artillery - and that, of course, is just the tip of the proverbial iceberg.
That leaves us with the 3 other avenues we've been exploring and discussing. To recap, these are:
1. Building an entirely new game on top of an existing game engine, like Unity or Godot.
2. Building a new game, entirely from scratch.
3. Building a new game on top of an existing, open-source project (all but inevitably based upon either Civ2 or ToT, but I will being an "*" next to "Freeciv.")
Last night, I found myself watching a few science fiction short videos made using the Unity engine, and all were of impeccable Hollywood quality (one starred Sigourney Weaver) and I can't imagine that Godot is much different. The many appeals here are obvious, including the simple delight in becoming acquainted with using these tools.
I feel confident that I can act as a "translator" between coders and non-coders (along those lines, I'm going to totally redo my-shall we say-misbegotten attempt to explain Object-Oriented modeling; I do believe it will be worth the effort.)
On the other hand, given that Civ 3 is 20 years old, and the image does come to mind of using nukes against guys armed with only sharp, pointy sticks.
The closest "comparable" ("start up" speak) is Freeciv, which weighs in at about 400,000 lines of C code. And I simply cannot see any way that that wouldn't bore our aforementioned Four Horsemen to tears. Also (for example) WildWeazel has been talking about making a clone game for years, and I certainly don't expect him to suddenly change his mind. (Seriously - if anyone hasn't already "exhaled yet, kindly do
)
So far, I've spent a fair amount of time looking into Freeciv because, among all known options, it stands out like a gem. As I've mentioned, it's written in about 400,000 lines of C code - organized into one of the best structured sets of code bases I've seen, Full Stop, both structurally and functionally (HERE are ~250 examples; here's a coding roadmap; and, lastly, a page on, "Game Anatomy & Modding."
It's not Object Oriented (and I believe - for reasons I'll explain elsewhere - that an OO approach is critical, for many reasons.) Nonetheless, it's basic unit of organization – the "Ruleset" - is, not only "close enough for jazz and government work," it is an intriguing approach, unto itself. It is vastly flexible, and (on the page that last link will take you to) there is the ongoing Ruleset development to make the game play more like Civ3 than Civ2. (I also gave some information about them earlier, in a different thread.)
Oh: ad it also has built in Rulesets for:
I'm trusting that my vote - for Phase 1 of our project - is obvious.
We have already briefly discussed a 3 phase implementation for (OK, I think a "shorthand" name for our efforts would be extremely hand right about now: I've been using "C3+" in my notes - any objections / other thoughts?)
To recap:
- Now, all of that being said, I humbly suggest that (obvious efforts in design and development along the way aside) our Four Heavyweights choose what you most want to do - and we'll work it into the framework above ...
So - Said Heavyweights: name it; pick it; get some consensus, for (off the top of my head) -
) regroup ... in short- Rock 'N' Roll!

We now have an extraordinary team together, and I think it time for us to choose a direction.
I’m going to begin by suggesting that we put aside both the .exe patching and .biq/.sav utility approaches. My reasoning is quite simple: nothing we do, by either of those means, can (for example) fix how the AI handles artillery - and that, of course, is just the tip of the proverbial iceberg.
That leaves us with the 3 other avenues we've been exploring and discussing. To recap, these are:
1. Building an entirely new game on top of an existing game engine, like Unity or Godot.
2. Building a new game, entirely from scratch.
3. Building a new game on top of an existing, open-source project (all but inevitably based upon either Civ2 or ToT, but I will being an "*" next to "Freeciv.")
Last night, I found myself watching a few science fiction short videos made using the Unity engine, and all were of impeccable Hollywood quality (one starred Sigourney Weaver) and I can't imagine that Godot is much different. The many appeals here are obvious, including the simple delight in becoming acquainted with using these tools.
I feel confident that I can act as a "translator" between coders and non-coders (along those lines, I'm going to totally redo my-shall we say-misbegotten attempt to explain Object-Oriented modeling; I do believe it will be worth the effort.)
On the other hand, given that Civ 3 is 20 years old, and the image does come to mind of using nukes against guys armed with only sharp, pointy sticks.
The closest "comparable" ("start up" speak) is Freeciv, which weighs in at about 400,000 lines of C code. And I simply cannot see any way that that wouldn't bore our aforementioned Four Horsemen to tears. Also (for example) WildWeazel has been talking about making a clone game for years, and I certainly don't expect him to suddenly change his mind. (Seriously - if anyone hasn't already "exhaled yet, kindly do

So far, I've spent a fair amount of time looking into Freeciv because, among all known options, it stands out like a gem. As I've mentioned, it's written in about 400,000 lines of C code - organized into one of the best structured sets of code bases I've seen, Full Stop, both structurally and functionally (HERE are ~250 examples; here's a coding roadmap; and, lastly, a page on, "Game Anatomy & Modding."
It's not Object Oriented (and I believe - for reasons I'll explain elsewhere - that an OO approach is critical, for many reasons.) Nonetheless, it's basic unit of organization – the "Ruleset" - is, not only "close enough for jazz and government work," it is an intriguing approach, unto itself. It is vastly flexible, and (on the page that last link will take you to) there is the ongoing Ruleset development to make the game play more like Civ3 than Civ2. (I also gave some information about them earlier, in a different thread.)
Oh: ad it also has built in Rulesets for:
- Escalation towards war - no more "ROP Pearl Harbors."
- Built-in Event Scripting
I'm trusting that my vote - for Phase 1 of our project - is obvious.
We have already briefly discussed a 3 phase implementation for (OK, I think a "shorthand" name for our efforts would be extremely hand right about now: I've been using "C3+" in my notes - any objections / other thoughts?)
To recap:
- The topmost items on our Great Combined Sets Of Wish Lists.
- Everything else, short of:
- MAJOR modifications along the lines of multiple game board levels, etc.
- Now, all of that being said, I humbly suggest that (obvious efforts in design and development along the way aside) our Four Heavyweights choose what you most want to do - and we'll work it into the framework above ...
Spoiler Here is a great sacrifice which I am willing to make, regardless of whatever path(s) we take - :
By 1998, I was managing a team of 8 Project Managers; we were rebuilding one of the Big Name Investment Banks systems, from the ground up. For my first successful startup (still going, with a market cap of $600 million, the "get up and start" roadmap I and my team drew up was a 15' long and 3' deep Gantt chart. I mention this because I really don't care much for - and I am using this term in the loosest possible sense - "Project Manager" (NOT "managing" ANYTHING
) helping to make sure every effort is well enough in alignment to proceed) that I hereby officially volunteer to act in this "quasi capacity," if needed / desired / begged for / etc.


So - Said Heavyweights: name it; pick it; get some consensus, for (off the top of my head) -
- A graphical "repackaging" - and, of course, Per aspera ad astra! beyond that.
- Serious "forward looking, "Phase 3" changes like multiple map board levels, etc.
- Decompiling / recompiling anything which you think worth the effort - Example: it might make good sense to keep following in the footsteps of St. Antal1987 (
) as a parallel to my hypothesized Phases 0 &1.


Last edited: