The Making of Freeciv WebGL 3D
play.freeciv.org
play.freeciv.org
Is it still really, really hard unless you use the "one true strategy"?
It doesn't even work properly on some OpenGL ES 3.x devices I own, while they work perfectly fine with the native games.
I'm sure some people like the challenge, but when I play games I do like to get a chance at winning :-)
So yes, it's really hard, which would be OK if there were settings that make it easier, but I for one can't find them.
For instance, add one more vector-graphic guru to the team and they could kludge or slice new features in.
Kudos to open software devs! Lots of work.
Also - chrome has a pretty significant energy impact when playing this game, causing the fans to start up.
It's a game of decision-making. Each decision leads you on another branch of the tree. To make it more unpredictable, your decision-tree is mutated by each other player's decision-tree.
Like any traversal-oriented game (RPG, etc.), it just takes a lot to understand the effects of your choices, and what goals to make.
Long ago I lost the ability to find mindless enjoyment, what I look for in games, in management-type sims such as this. They stress me out too much with the endless options and tweakings.
Edit: be warned, it's really addictive...
Commercial Civ games achieve this using a combination of graphics, music and sound effects. So I think the challenge for FreeCiv is that, is to become more immersive in this way.
e.g: In commercial games you have accompanying music, you have sound effects and unit sounds for each language, each period looks very distinctive from each other.
But don't get me wrong though, I think it is a fantastic project, and have had fun playing it over the years. Same with FreeCol.