dom111
Chieftain
- Joined
- Jan 23, 2016
- Messages
- 51
Hi all,
I've been working, on and off, on a clone of Civilization for some years. There have been many clones, I know, but I still wanted to work on something else myself as the aims for the project are slightly different to others:
- Be able to play a game that approximates Civilization, but without the bugs (and add some improvements)
- Be modular so components can be enabled or disabled (e.g. add the concept of Religion/Faith and have the AI use it effectively)
- Be possible to have a multitude of clients for it (CLI, API, web, etc)
- Create a headless client so that AI can train/King of the hill challenges would be possible
The project has been through many stages and is still in progress, I'd say there's about 25% of the functionality of the original game (most of the core elements are there, but I don't think much of it is actually complete).
In the spirit of not waiting for it to be perfect, I'd like to offer it out for experimentation:
There are a host of known issues and TODOs, but you can currently:
- Move units (including naval and air units) and perform actions (missing: add population to city for settlers)
- Build and manage cities (missing: choosing which tiles the citizens work, converting citizens to entertainers/etc, selling improvements)
- Build city improvements (broken: some of the improvements offer too much benefit)
- Build wonders (a lot don't have benefits yet, some are way OP)
- Play on Earth or a rudimentary generated world (the world generation is OK, but I'd like to improve it somewhat)
- Change governments and enjoy the benefits/costs (missing: anarchy when changing government, automatic government overthrow for democracy)
- Acquire science from city trade yields leading to all advances, unlocking units, city improvements and wonders
- Acquire gold from city trade yields and spend to rush production
- Play against basic AI opponents (these really don't offer much of a challenge yet, but my current task-list including breaking down the AI class into modules, hopefully improving them along the way)
Missing:
- Victory conditions (heh...)
- So many more things...
This currently requires the original assets (TER257.PIC and SP257.PIC) to be able to generate the graphics, but another task on the list is to enable asset-packs so that any other tilesets and unit/city images could be used.
I've implemented a function similar to Civ 5 with the production and research changes in the bottom right of the screen and these cannot currently be skipped (so no "letting a city build up shields without a target" currently...)
All the code is open source and broken down into many modules (with the aim that these could be re-used in (for example) a Civ 2 clone, or a Civ 5 clone, etc:
github.com
I'd appreciate any feedback, although I know it's probably a lot of personal taste for people and I can't promise I'll implement things (certainly not on any particular timescale!)
Here's how it currently looks:
I've been working, on and off, on a clone of Civilization for some years. There have been many clones, I know, but I still wanted to work on something else myself as the aims for the project are slightly different to others:
- Be able to play a game that approximates Civilization, but without the bugs (and add some improvements)
- Be modular so components can be enabled or disabled (e.g. add the concept of Religion/Faith and have the AI use it effectively)
- Be possible to have a multitude of clients for it (CLI, API, web, etc)
- Create a headless client so that AI can train/King of the hill challenges would be possible
The project has been through many stages and is still in progress, I'd say there's about 25% of the functionality of the original game (most of the core elements are there, but I don't think much of it is actually complete).
In the spirit of not waiting for it to be perfect, I'd like to offer it out for experimentation:
There are a host of known issues and TODOs, but you can currently:
- Move units (including naval and air units) and perform actions (missing: add population to city for settlers)
- Build and manage cities (missing: choosing which tiles the citizens work, converting citizens to entertainers/etc, selling improvements)
- Build city improvements (broken: some of the improvements offer too much benefit)
- Build wonders (a lot don't have benefits yet, some are way OP)
- Play on Earth or a rudimentary generated world (the world generation is OK, but I'd like to improve it somewhat)
- Change governments and enjoy the benefits/costs (missing: anarchy when changing government, automatic government overthrow for democracy)
- Acquire science from city trade yields leading to all advances, unlocking units, city improvements and wonders
- Acquire gold from city trade yields and spend to rush production
- Play against basic AI opponents (these really don't offer much of a challenge yet, but my current task-list including breaking down the AI class into modules, hopefully improving them along the way)
Missing:
- Victory conditions (heh...)
- So many more things...
This currently requires the original assets (TER257.PIC and SP257.PIC) to be able to generate the graphics, but another task on the list is to enable asset-packs so that any other tilesets and unit/city images could be used.
I've implemented a function similar to Civ 5 with the production and research changes in the bottom right of the screen and these cannot currently be skipped (so no "letting a city build up shields without a target" currently...)
All the code is open source and broken down into many modules (with the aim that these could be re-used in (for example) a Civ 2 clone, or a Civ 5 clone, etc:
Civ Clone
Organisation for the project civ-clone which aims to be a plugin-based, open-source recreation of every version of the Civilization series of games. - Civ Clone
I'd appreciate any feedback, although I know it's probably a lot of personal taste for people and I can't promise I'll implement things (certainly not on any particular timescale!)
Here's how it currently looks:
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