civ1 behavior

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meynaf
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civ1 behavior

Postby meynaf » Mon Jan 22, 2018 5:21 pm

Hi,

There are several differences between original Civilization game and the civ1 ruleset (or freeciv game taken as a whole). Not mandatory to fix, but better to at least offer as facultative options - as some were actually good for the gameplay.
Quick examples :
- Second game turn is -3980, not -3950. Whole calendar seems different.
- Transport unit does not cause unhappiness.
- Barbs stop after a while (if you play long enough in a single session). But they return if you reload the game later (prob. bug).
- Game indirectly allows playing if all opponents are dead, by hack or bug abuse (but you probably don't want to import that :lol: )
- Game has "palace improvements". Probably not worth having if not enhanced, though.
- Civilopedia has historical data for researches and many more comments than freeciv readmes. A pain to translate, ok ;)
- Offers choosing research at start (when 1st research unit is obtained) and after each advance. Viable option, as these things are easily forgotten.
- Opens city popup every time something is built. Default choices are rarely the right one, and again it's easy to miss something.

If asked, i can perform specific tests on the original game (civi1 version 855.04, Amiga version ran from Winuae).

Akechi
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Re: civ1 behavior

Postby Akechi » Wed Jan 24, 2018 1:48 pm

meynaf wrote:- Second game turn is -3980, not -3950. Whole calendar seems different.

I googled year progress per turn in Civilization series ;)
Civ1 (610 turns in Prince difficulty, end in 2060 CE):
https://forums.civfanatics.com/threads/ ... -1.452237/
Civ2 (520 turns in Prince difficulty, end in 2020 CE):
https://stefan.winkler.site/games.html
https://forums.civfanatics.com/threads/ ... rn.625286/
Civ3 (540 turns, end in 2050 CE):
https://www.civfanatics.com/civ3/infocenter/
Civ4 (460 turns in Vanilla Normal speed, 500 turns in BTS 3.19 Normal speed, end in 2050 CE):
https://forums.civfanatics.com/threads/ ... rn.202516/
CivRev (193 turns, end in 2100 CE):
https://forums.civfanatics.com/threads/ ... me.287719/
Civ5 (500 turns in Standard speed, end in 2050 CE):
https://forums.civfanatics.com/threads/ ... rn.508218/
Civ6 calendar info is not found.

cazfi
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Re: civ1 behavior

Postby cazfi » Sun Jan 28, 2018 12:57 pm

For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309

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meynaf
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Re: civ1 behavior

Postby meynaf » Sun Jan 28, 2018 3:21 pm

cazfi wrote:For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309

In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search).

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Re: civ1 behavior

Postby cazfi » Sun Jan 28, 2018 4:41 pm

meynaf wrote:In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search).

That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.

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meynaf
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Re: civ1 behavior

Postby meynaf » Sun Jan 28, 2018 4:48 pm

cazfi wrote:That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.

Yep.
In doubt, feel free to ask me. I know the game quite well and can perform tests nearly anytime.

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Re: civ1 behavior

Postby cazfi » Sun Jan 28, 2018 4:59 pm

cazfi wrote:
meynaf wrote:In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search).

That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.

-> http://www.hostedredmine.com/issues/729171

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Re: civ1 behavior

Postby cazfi » Wed Feb 07, 2018 2:30 pm

cazfi wrote:
meynaf wrote:In civ1 it is absolutely impossible to get RailRoad before Bridge Building, even if you steal technology (it will always give one you can search).

That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.

Anybody know if similar change would be needed for civ2 ruleset too?

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meynaf
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Re: civ1 behavior

Postby meynaf » Wed Feb 07, 2018 2:38 pm

cazfi wrote:Anybody know if similar change would be needed for civ2 ruleset too?

From the back of my head i'd say 'yes' but it would be unverified.

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Re: civ1 behavior

Postby Corbeau » Wed Feb 07, 2018 4:56 pm

As far as I know, holes are allowed in all rulesets UNLESS there is root_req specified for each technology in the tech.ruleset.