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 )
- 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).
civ1 behavior
Re: civ1 behavior
I googled year progress per turn in Civilization seriesmeynaf wrote:- Second game turn is -3980, not -3950. Whole calendar seems different.
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.
Re: civ1 behavior
For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309
Re: civ1 behavior
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).cazfi wrote:For ticket #704309 some research on civ1 & civ2 (for respective rulesets) would be needed. http://www.hostedredmine.com/issues/704309
Re: civ1 behavior
That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.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).
Re: civ1 behavior
Yep.cazfi wrote: That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.
In doubt, feel free to ask me. I know the game quite well and can perform tests nearly anytime.
Re: civ1 behavior
-> http://www.hostedredmine.com/issues/729171cazfi wrote:That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.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).
Re: civ1 behavior
Anybody know if similar change would be needed for civ2 ruleset too?cazfi wrote:That's valuable information too. Our civ1 ruleset does allow tech tree holes, which is an error in them then.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).
Re: civ1 behavior
From the back of my head i'd say 'yes' but it would be unverified.cazfi wrote: Anybody know if similar change would be needed for civ2 ruleset too?
Re: civ1 behavior
As far as I know, holes are allowed in all rulesets UNLESS there is root_req specified for each technology in the tech.ruleset.
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...