Freeciv – open-source Civilization clone
freeciv.org
freeciv.org
You allude to the reasons why though, with the box release requirement--though that's a part of the greater economic reasons.
I wish that was the case because then you as the player could be done with paying for the game once. Instead, the current trend is to make games into live services that have continuous development funded with continuous revenue streams. Moch more predictable for the companies to see their revenue slowly go up or down than invest in a completely new game that might be a hit or might flop completely.
There's even a nice talk on SS13 specifically since the project is massive and sees changed ever hour (in a single version, let alone all versions or even the multiple remakes currently in development): https://youtu.be/z5sjwqUten0
The Readme includes the list of applied patches.
EG https://forums.somethingawful.com/showthread.php?threadid=28...
I'm sure someone has probably recreated the campaigns too, though you would be missing the memorable FMV sequences.
https://github.com/dareg/jouer_a_freeciv/blob/master/atoidej...
Where did you find the players in your group by the way? I always wanted to play long Freeciv games with friends but never found anyone willing to put in the time in my own circles!
Looks like they also have 3D version but I haven't tried it
if anyone at id Software is reading this: do it. DO IT
There's also several other ports to js. Most of them run amazingly well for being in a browser. At the very least it's nostalgic trying them out.
Forgive me for asking but judging from your nickname, you're likely from Bulgaria. If that's true, then it's amazing we don't know each other as the Quake community (now long dead) is rather tiny.
Edit: Well, it does not work in Firefox but I'll check out later in chromium. CPMA is the default I see. Truly amazing.
Edit 2: I am getting rock solid 120 fps on a Ryzen 5800H. On battery. This really made my day
AC was built around fully customized units.
It also supported modifying the terrain in various ways (with the worker-equivalent unit, big enough bombs, or there was an option to vote for global warming I think). You could use it to sink cities or change weather patterns (make your land greener by raising a ridge to block the rain). I think the weather implementation was really basic though, just a uniform prevailing wind you could block, nowadays we could do better...
Then there's stuff like the government system which wouldn't be super hard, but would be a whole new screen to add.
We don't take the position that artistic or entertainment works must be free, but if you want to make one free, we recommend the Free Art License.
[1] https://www.gnu.org/licenses/licenses.html#OtherWorksIt means the computer players will no longer role play as historical leaders but instead behave like a bunch of ruthless, psychopathic, cyborg Hitler clones. Most of the historically-informed trade and diplomacy options will be useless because the AIs will just betray you at the worst moment. In essence, they’ll play like human players and honestly, Civ games are just not designed for that. There are much better games out there (mainly board games but also RTSes) for playing against humans who play to win.
I say this not because I think it's an especially noteworthy or important objection, but to echo GP's point, that it's very hard to find AI that suits everyone, and it's not just a matter of difficulty.
And by having different AI at different difficulty levels, I think you actually can have AI that suits everyone. But I don't think most game companies like developing several separate versions of AI. They just want one that's superficially "good enough".
My friend and I, both launched a incredible min-max campaign against these guys, using nukes, and whatever fast units we had to conquer and raze cities that had spaceports to stop them. We managed this very quickly, it was like my own desert storm in terms of how quickly and well it went for me.
Then some random AI snagged a diplo victory and I was livid. I disable diplo victories when I play now.
I remember Brad Wardell claiming Galactic Civilizations would have the best AI possible, and it was certainly decent, but players still identified plenty of situations where the AI was being stupid. Brad said he did that intentionally because doing otherwise would be too mean. Thing is, hardcore players did use all of those tricks. At the highest difficulty level, the AI should too.
Use the reasonable, nice, historical AI for the middle difficulty levels, but allow players to choose AI that is just desperate to win.
For my current game, I took a step back to Emperor level, though. I wanted to try an early game Domination Victory, chose Alexander the Great on Pangea and Epic speed, and it's just way too easy (except for holding on to conquered cities during a Dark Age).
I think I'm going to try the same thing on Immortal next. Maybe even slower speed so we spend more time in the lower tech levels where all Alexander's advantages are. And I need to start spying earlier; stealing tech boosts helps a lot in keeping up. I'm still not quite decided whether it's better to stick to a regular age all the time or flip between dark age and heroic age; Heroic Age is awesome, but hard to guarantee, and holding on to conquered cities is very hard during a dark age (I just learned that the Bread & Games project exists primarily for that situation; it helps a lot to have an entertainment district near your front lines).
If you don't know the game well enough to win at the highest difficulty, it is not degrading to play at lower difficulties to learn the ropes while still enjoying the game.
Compare to Crusader Kings 3, which is nominally in the same general genre, but has rules that actively push you and the AIs into playing 'in character', because if you just ignore all the secondary stuff your attempts at conquest will almost certainly fall apart.
In this particular case that isn't the concern. Hitler has a single excellent strategic insight at the start of the war (movement wins, "Blitzkrieg"), but one reason the Nazis lose is that his later strategies don't work. Hitler really wanted to do Sealion (German ground invasion of England) after it became apparent Britain under Churchill will not surrender, but it's just not practical and his general staff persuaded him not to smash his face against that particular wall.
Sealion would be like a Civ AI repeatedly moving a just barely sufficient army from the French coast towards England, each time losing some to the water because they don't have good enough boats yet and each time discovering they can't be reinforced because that's too much movement - so the defenders have an advantage, and the advances all fail. The opponent is bloodied, but loses no territory while the AI's best troops are destroyed for no gain.
A Hitler clone, but perhaps not in the way you meant.
With imperfect information luck is a factor. An AI which focuses on luck outcomes might be more interesting to play against actually. Why have 100% chance to take exactly one of five enemy cities when you could have 20% chance for each tried in parallel. Less than 1% of the time you crush the opponent with all five defeats, much more often (but still less than half the time) you get none of them, but it always feels like you're a gambler this way.
I think it should be possible to make, not a good one, but certainly a much better one, with a combination of various classical game tree search techniques, it's just that AI doesn't seem to have been a huge priority for the developers. There are even mods for Civ 5 that drastically improve the vanilla AI just through tweaking various behaviours.
For graphics intensive games though, you either want something that can get by on the CPU or in future maybe TPUs will become common enough in consumer PCs so you could offload your AI onto that and still keep the GPU for fancy graphics.
At some point in the future I can imagine being able to plug in a pretrained alpha-go model into any game for fine tuning, that would be sweet.
https://www.reddit.com/r/civ/comments/nkdh4d/follow_up_to_th...
Truly can’t describe how aggravating it is to have Civ 6, my after-work happy place, effectively torn from my hands years after purchase by some MBA manager and bargain-bin programmer. Bypassing the launcher only sort-of works on my PC. Can’t roll back to an earlier version because Steam. At least we’ll always have FreeCiv.
I had crashes with the launcher, and bypassing it fixed it completely.
I haven't tested it with Civ 6 cause I don't have it, but it works for several other games I've tried: How to Download Older Versions of a Steam Game https://steamcommunity.com/sharedfiles/filedetails/?id=88962...
It's like playing with the most predictable chess player.
I returned Crysis 3 a few years ago (because the Origin client wouldn't work correctly on my Linux machine) and have been steadily avoiding EA ever since.
Thanks for sharing.
I'm not 100% certain, but I think you can only return it if it's during the first two weeks after purchase AND you've played under 2 hours.
EA market the game as being for Windows only, no?
Although Civ isn't really my type of strategy game anyway. It's fun, but man the games take forever(and I play classical chess...). And for single player, the AI is so dumb, annoying and belligerent it kinda saps the fun out of it for me. The difficulty levels in Civ 5 are actually all the same dumb AI, just with varying levels of cheats enabled. I believe on Diety it starts with 3 settlers or something bonkers like that, and a huge production multiplier to boot. And yet the AI is still so dumb that a strong human player can win a game against 5 diety AIs on the same team. If Civ 5 had a somewhat passable AI I would play a lot more I think, because then I could actually get practice put of single player mode.
Additionally there's so much busy work(micromanaging tiles/workers can get pretty tedious). I feel like strategically and tactically the game is pretty simple. In games against much more experienced players where I get a lucky start and we're even entering the endgame I tend to win because I'm just a better tactician due to studying chess. But they usually get much better early games because they know all the mechanics more intricately, which is basically rote. I'm kind of more partial to Risk for that reason. The rules are dead simple, yet it is still tactically very complicated.
Usually a civ will start expanding into your land, cause a war, then you take them out but of course everyone else is now mad at you and it stays like that for the rest of the game.
Vox Populi is a DLL mod though so Windows only. This mod is basically the only reason I keep Windows around.
Edit: and forgot to say that the development and community is very active, 12 years after the game originally shipped. New versions come out regularly.
Can you give an example situation where your chess experience gave you an edge over your opponent?
I'm failing to see how chess tactics would translate to a more complex sim like Civ.
You can play chess in an almost poker type way, playing risky lines betting that your opponent won't find a tricky refutation. It seems like the board state(and clock) is all there is, but that is far from the truth. One of the biggest challenges for learning chess players is to learn to consider your opponent's plans and factoring it into your own. This sounds obvious, but from my experience tutoring kids it's very much not the natural state of things. The natural thing is to only consider what you want to do. Which doesn't work if the opponent's plan is quicker. Then you need to find a new idea. Even if you're just a few moves away from completing yours. There's a mental discipline to avoiding the sunk cost fallacy there that can easily be worth a few hundred rating points.
Now, most of the research on transfer of chess skills has focused on things like IQ and working memory, and found no meaningful transfer. But there's a lot more to chess(or any other skill) than that. I'm not convinced this is adequately expored by the field of psychology at all.
I regularly beat people at simpler strategy games even though they're the ones teaching me the rules of the game.
You could argue I'm just naturally good at strategy games, and that's why I play chess. And that must be at least partially the reason. But it's my intuition that some of these more abstract game decision making, opponent modelling, etc skills do transfer(I am biased though, obviously). But that's a lot harder to research than doing an IQ test and a short term recall test.
What is your opinion on the Age of Empires series?
I haven't played AoE since the very early days.
AoE is an RTS game, right? I used to play a fair bit of Starcraft 2 back before the expansions. I'm hilariously bad at it and it's too stressful for me, but I love watching pro players play it, in fact it's become one of my favourite sports to watch. AoE4 multiplayer was a bit of a clusterfuck balance wise, last I heard. I hope they get that sorted so a real pro scene could develop, and I can enjoy watching it :D
I feel like there's very little meaningful transfer between RTS and chess. Much more dependent on fine motor skill, fast thinking, and multitasking, all of which are things I'm not stellar at.
Paradox games on the other hand, are too intimidating for most people I know to try.
https://github.com/yairm210/Unciv
I've played a terrifying number of hours of it in bed on my phone.
edit: on AI, since I'm rate-limited:|
I think it gives higher AI difficulties a massive productivity boost so they just crush you under a flood of units.
Now I kinda want to have a poke at this Civ AI business. Or at least look at the code so I can get a better idea of how the AI is implemented and why it's so bad.
Edit: that is, assuming this version has similarly bad AI to the original.
Most of the work goes into iterating over all units and giving each an action based on certain metrics. Thus coordinating units and strategy isn't really present.
Now with some work you could add a higher level planner system. Vox Populi, a Civ5 mod, has done some really clever stuff with organizing units into formations for battle.
I think Monte Carlo methods might be more promising. Maybe with some simplified gamestate, allowing you to modify it more cheaply, reducing the overhead per node. "Computing a turn" can take a long time in late game civ5. Probably a lot of probabilistic stuff is needed to get it cheap enough. Like you could have credences based on current information about which win condition is most likely for each civ. Then you could feasibly decide what the long term goal should be.
Kinda feels like a cognitive architecture(like soar) is necessary to get anything even resembling decent play.
It's sort of hard to have an intuition of what kind of heuristic search is feasible without having some idea of the branching factor, though.
Top level AI is going for Domination Victory? Higher weight on making Military Units at your Cities. Pick a target and weight movement of the army towards it. Etc.
Pick a win condition. Science. Ok, what are the subgoals you want for that? You want growth, first and foremost. And you want to get to plastic asap. How do you get growth? Improve food tiles tiles, research civil service and chemistry, spec into tradition, unlock more caravan. Which of those are more worthwhile? Chemistry kinda conflicts with getting to plastics faster, and so on.
Sort of feels like some sort of SAT problem. Which isn't great news, I admit.
I need to read more papers and maybe have a peek in my Russell & Norvig because now I can't stop thinking about this.
It crashes on every computer or game system once every 5-6 hours of gameplay for me.
Having vented, a decade ago I made a hex tile based “we-go” version of Civ (with stacks if units), got bored with the AI and never finished it. Had A* path finding, 3d terrain, economic and production models all working. Maybe in a decade I reignite the passion.
I share this sentiment, but mostly because of the incredible total conversion mods. "Fall From Heaven 2" is still my favorite fantasy strategy game, even compared to other strong contenders like Endless Legend.
Hex tiles with one unit per tile is the only improvement Civ5 has over Civ4.
It would sort of “rage quit”, declare war and just do nothing (not build any units, not move units) so often that I realized I could play for hours only to discover that one or more of the AI was effectively not playing at all.
You have to access the depot. Here is a little thread for Skyrim : https://steamcommunity.com/app/489830/discussions/0/32475650...
Also there is a lot of innovation in open source software, the thing is those are often not seen nor directed to end users. Because many open source projects are initially started by developers and not by product design and marketing teams, the most successful open source projects that make products that solve developers problems or meet their needs.
- GCC/Clang
- Nginx
- Virt Manager
- OpenBSD at firewalls
- OpenSSH
Should I go on?
What are better proprietary alternatives to Kubernetes, Nomad, Docker, Podman? Aren't the most widely adopted web servers and frameworks open source? I am only naming a few areas.
The same is true of games. Counter Strike started out as a free Half-Life mod. DOTA started as a Warcraft 3 mod. Both spawned entire subsections of e-sports that are still wildly popular today (tactical FPS arena and MOBA respectively).
Lots of smaller studios use Blender, it's pretty well stress tested by now.
Sun Tzu has figured out a while ago that it's a bad idea to back your enemies into a corner. Like it or not, fighting with your back against a wall makes you lethal.
Now, I'm not saying open source is unable to match this. They can and have. I'm just saying that most proprietary software has that advantage naturally (in a capitalist society).
The reasoning was that we had paid a very large sum to use Maya on our first project, and had received basically no support whatsoever for that money, aside from the software itself. So we worked with the Blender Foundation instead, and got much better support, collaboration on new features, etc.
I don't have any personal exposure to any of Blender's commercial competitors, but I learned to make cartoons as a side effect of working there, and Blender basically fills me with awe at what they have accomplished. Perhaps Maya is even better than that, but that's for people with the money to pay for it to decide, I suppose. From what I heard while working in the industry, Autodesk is a husk of a company with no interest in anything but swallowing smaller companies and increasing profits with as minimal investment as possible in new features.
Meanwhile, the whole world has access to Blender, and it works just fine, if you want to make cartoons and have ideas and ability but no money. "Better" is extremely subjective here.
It might be more true for open source games specifically, due to the economics of creating games. But as someone who is a casual/nostalgic gamer at most, that's absolutely fine by me.