WildWeazel
Going Dutch
What is this?
C7 (working title) is an in-development open source 4X strategy game with a historical focus inspired by games such as Civilization, Galactic Civilizations, and Humankind. We aim to create a new game that looks and plays like classic Civ but incorporates features from the best of the genre and our own dreams.C7 is not a mod or patch for Civ3, it is not directly related to C3X, and it is not copying any of the original material from Civ3. It's a whole new game very like Civ3 written from scratch, and temporarily needs to load files from your local copy of Civ3 until we assemble enough of our own community assets to run on its own.
Download the latest C7 here!
Official links
- Official C7 homepage!
- Official GitHub page!
- Official Discord server!
- Official subforum: you're in it!
Overview
What it might look like: A Vision for C7
Rationale: Why are we doing this?
At more than 20 years old, Civ3 has held up well with attractive 2D artwork, excellent audio, and approachable but nuanced gameplay. It's also great for modding thanks to its scenario editor, data-driven rules, and relatively accessible assets. As such it has accumulated a huge library of custom content, maybe the biggest in the series, and many wide-ranging mods featuring lots of that new content. That in turn has contributed to its longevity, especially in the multiplayer arena where specialized fast-paced mods dominate.however...
The flip side of straightforward modding is that it's not all that powerful. It's easy to swap out content, but pretty much limited to that. We've been very clever with our tools over the years, but there are plenty of hard barriers. The game was made with a lot of hard-coded limits and assumptions, and predates advanced capabilities like SDKs that modern gamers expect from "mods". Not to mention a number of problematic bugs, and a very frustrating lack of error handling. Civ3 is also a long-dead IP in legal limbo, and there is no hope that the developers will ever attend to it again.
however...
Some advanced community-made tools, like C3X by @Flintlock and the cross-platform editor by @Quintillus, allow us to do some things that the game was not intended to do. But even with these powerful tools, we are still quite limited in many ways. The structure of the game makes it impractical to even hack many things, particularly the (max) number of things, despite those often being the most wished for. We can't increase the number of civs, culture groups, eras, buildings or terrain types, cities, map dimensions, and more. The graphics formats and fixed UI layout are also limiting.
however...
Frustrated by those limitations, the modding community long dreamed of what could be done with Civ3 if it were actually designed around mod support and more flexible rules. Besides that, as time goes on it becomes harder to play the game on contemporary computers. Thus we've had several attempts to recreate the whole game or something very much like it ourselves, dating back to at least 2004. None have panned out so far, but C7 is doing things a bit differently: it's an open-source collaborative project that any developer can contribute to, and it's built on top of a modern game engine so that we can focus on the mechanics instead of reinventing the wheel.
The ultimate goal of C7 is to provide a much more flexible platform in which Civ3 mod content or similar can be used to create and play mods without limits.
Status
At this stage, C7 is not yet a fully playable game, but becomes a little bit closer every month. Take the latest release for a spin, leave some feedback, and follow this subforum for updates. User discussion happens here at CivFanatics, development activity happens on GitHub, and a bit of both happen on Discord.The current release is an early pre-alpha with basic engine mechanics and some artwork, and is available from the project homepage at c7-game.github.io. We will be making periodic releases that introduce new and improved mechanics, graphics, mod capabilities, and more.
For now, a local installation of Sid Meier's Civilization III Complete (or Conquests) is required for the art assets. This will change as C7 matures into a standalone game, though you will always be able to import content from your copy of Civ3 if you choose.
Default world from C7 Carthage 0.2
January 2025 development build showing new map features in a loaded Civ3 save
Demonstrating the ability to load arbitrary modded graphics from Civ3
Release threads
How to get involved
Would you like to contribute to C7? See the Contributing Page on our Wiki for more information!At the moment, additional developer effort (specifically in C# and/or the Godot Engine) is our greatest need, but all sorts of help (art, writing, project management, cat-herding) will be useful as the project moves forward. We can also use all-original Civ3 mod assets (specifically units, terrain/map elements, and UI) to help mitigate the need to have Civ3 installed and give C7 a unique look. Eventually we will support better quality formats for new content, but since we haven't nailed down specs yet it's easiest for now to reuse art created for Civ3. If you have or want to make an original creation that you would like us to consider, please let us know.
Poll: Help us pick a better name!
Poll: system requirements
Get help or report a bug
Request a feature
Technical stuff
C7 is an MIT-licensed open-source, iteratively developed, cross-platform 2D 4X strategy game built with the Godot Engine and C#. The project was conceived by several users at CivFanatics but is open to anyone who is interested and able to contribute. We are developing C7 with Civ3 in mind, redesigned from the ground up with new features to support enhanced modding, improved graphics, and modern systems.
Developer wiki
Tasks for new developers
Technical resource index
FAQ
Is this a Civ3 mod?
No, it's a whole new game! It is inspired by Civ3, the attempts to improve Civ3, and our frustrations with Civ3. But it will go well beyond Civ3. C7 is not to be confused with the Civ3 executable mod C3X or other enhancements. This is an entirely new project written from scratch. It looks like Civ3 because it is intended to be a platform for playing and expanding Civ3 mod content, and temporarily uses your local Civ3 assets until we are able to provide our own.
Is this a Civ3 remake?
Not exactly, but it will greatly resemble Civ3 gameplay in its default state. We hope to borrow the best of features from classic and modern 4X in a more flexible game. There may even be game modes resembling other titles as well. C7 is something between a game and an engine, built with mods in mind.
Then what exactly are you building? How much will it differ from Civ3?
Our baseline objective is to recreate the Civ3 playing experience with a completely free standalone game using assets from the community. Obviously we cannot (nor want to) duplicate the exact AI behavior, nor will we be able to mimic world generation to the point of being able to reuse seeds. Otherwise, the game "out of the box" should play mechanically as similarly to Civ3 as we can make it, while exposing more options, information, and "quality of life" improvements. It will look and sound different, but very recognizable.
We will continue to allow direct importing of content from a Civ3 installation, including the original assets for a more authentic experience, or any saves and mods. Imported content may be converted to our own formats to make it easier to reuse or improve further. We seek to be fully compatible with any content created for Civ3, and again for it to play as faithfully as possible.
The secondary objective is to create a game system that allows for modding without limits: much more parameterization and granular control of rules, avoidance of arbitrary caps and assumptions, support for modern high quality media formats, and the provision of APIs or SDKs for extending and modifying the code. Mods should be able to do everything that was possible in Civ3 and more through configuration alone, or employ custom code to go much further. Game systems and modding interfaces should be designed with consideration to the kinds of rules and features that the community has identified as desirable.
See the "Vision for C7" below for a hypothetical walk-through of these use cases.
Hasn't this been tried before?
Yes, there have been several attempts to re-imagine Civ3 in years past, to varying degrees of flop. We think it's worth trying again, with two important changes:
- This is a fully open-source team project that anyone can contribute to or pick up later.
- We're using a modern game engine to reduce the workload.
No, C7 is a silly acronym and only a working title. It has no relation to Civ7.
Then what will it be called?
We don't know yet. Naming things is hard.
Where will the final graphics and content come from if not from Civ3?
As we phase out of requiring Civ3 assets, we will incorporate works sourced from the CFC community and new dedicated creations. It is CFC's stated policy that all content posted is considered to be in the public domain. We will strive to maintain artistic consistency with Civ3. You will always be able to import content from Civ3 or its mods, with C7's own assets as a fallback.
Will I be able to reuse my Civ3 content in C7?
Yes! We intend for C7 to by fully compatible with all Civ3 artwork and even entire mods, while also using our own file formats for more advanced features. Technically you can already use some of your own artwork by replacing the default files.
Will you include my artwork in C7?
For now we are mostly reusing artwork loaded from your local installation of Civ3. If you have custom artwork that you fully own (ie, it is not derived from Firaxis or any other copyrighted work) and you would like to make it available in C7, let us know and we will consider it. Ultimately we will need freely licensed or public domain content to replace almost all of the Civ3 files.
How will C7 mods work? What can we do with them?
It's too early to be very specific, but we plan to allow different tiers of modding depending on what you want to do. Basic mod, map, and save data will be stored in JSON, a standardized human-readable text format. Much of what can be done in Civ3 mods, plus many more options, will be available through these files and any editors we come up with. Then there will be a mod API, likely for the Lua scripting language, for more advanced cases like custom events or changing calculations. There may also be a means of creating Godot mod packages specifically for the UI. Finally there may be a software SDK for integrating new C# code into the core game code, or barring that the game will be open source so you can modify and share the whole thing. Mods may be a more modular concept as in many other games, where you can collect and apply any number of mods together across games instead of selecting one to play as a scenario as in Civ3. In any case you will be able to import and play whole Civ3 mods which will be recreated as faithfully as we can, or do much more with native mods.
When will it be finished?
We don't know. Not anytime soon. This is a huge project and we're all working in our free time. We plan to make incremental releases for the foreseeable future. Watch this forum, join Discord, or bookmark the project homepage for updates.
What are the different versions of C7? When are they released?
We are following a simple semantic versioning convention with incrementing version numbers (major.minor), along with an alphabetical codename for each minor version or milestone (eg. v0.2 is "Carthage", v0.3 is "Dutch"). At this point you don't need to care much about versioning: development is strictly linear and the differences between versions somewhat arbitrary. We try to make semi-regular releases within a minor version, which we've been calling "preview". We declare a minor version finished and begin a new one when we feel there has been sufficient progress in an area to change our focus. You can always find the latest release on our release page.
Where can I play C7? What if Civ3 doesn't work on my computer?
C7 supports modern Windows, Mac, and Linux. It currently loads some files from Civ3, but Civ3 does not need to run. The files only need to be present on the computer.
Will it be free? What about the Civ3 files?
C7 will always be free and open-source, meaning anyone is allowed to make and share their own changes. No original Civ3 or other restricted content will be included in the game. For now that means you must have Civ3 installed locally, but eventually we will replace all content with our own for a fully stand-alone game.
How can I help?
See "How to get involved" above. For now most of the work is development, but you can still play and give us feedback. Also, spread the word!
What about money? Do you have funding?
For now, there is nothing that would be helped by adding money. All of the technologies and services that we use are free, and at our scale it's just not practical to hire contributors. We will consider crowdfunding options as the project matures, if we're able to make use of it for things like commissioned artwork or bug bounties.
What if I have other questions?
Ask away here in the forum or in Discord!
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