[HN Gopher] Freeciv - open-source Civilization clone
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       Freeciv - open-source Civilization clone
        
       Author : modinfo
       Score  : 440 points
       Date   : 2022-08-10 05:46 UTC (1 days ago)
        
 (HTM) web link (www.freeciv.org)
 (TXT) w3m dump (www.freeciv.org)
        
       | mdp2021 wrote:
       | I would have loved to enhance some open code of Sid Meyer's Alpha
       | Centauri...
        
         | totetsu wrote:
         | I really enjoyed how you could make so much energy late game
         | that the meter just broke out of its UI box.
        
         | BirAdam wrote:
         | So, really, you could just use FreeCiv code similar to Civ2 or
         | Civ3 and change a few things. The setting and interludes were
         | completely different but the gameplay isn't too different.
        
           | bee_rider wrote:
           | Some features might be a little tricky:
           | 
           | 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.
        
         | culi wrote:
         | http://freecivac.sourceforge.net/
        
       | upupandup wrote:
       | I am still waiting for an open source version of Total War, or a
       | least the top down map strategy portion of it.
        
       | [deleted]
        
       | bondant wrote:
       | I used to play for several weeks on the same game with people
       | across different countries. Although the game is (was?) missing a
       | way to send a message to notify players it's time to play their
       | turn, it's not difficult to write a small python script to parse
       | the log and send an email.
       | 
       | https://github.com/dareg/jouer_a_freeciv/blob/master/atoidej...
        
         | AlecSchueler wrote:
         | That's a pity that feature is missing. Might be a fun weekend
         | project to look into someday.
         | 
         | 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!
        
           | bondant wrote:
           | I used to play with people I met at university and work. But
           | I have to admit that most of the people I invited to join
           | gave up as soon as they launched their first single game.
           | Most were turned off by the complexity of the game interface
           | or the old school graphics.
        
       | 29athrowaway wrote:
       | For some reason, the "Death - Sound of perseverance" album works
       | great with Freeciv.
        
       | Pxtl wrote:
       | Freeciv is great, but Unciv is the more interesting one to me.
       | Excellent OSS mobile implementation of Civ V. I've burned many
       | evenings away on my phone. The GUI is a bit strange in some
       | spots, but otherwise it's a very nice civ game.
        
         | entropicdrifter wrote:
         | I too prefer Unciv. The mod selection is excellent and includes
         | all of the expansion/DLC content for Civ V, but being able to
         | play it on Android is the real clincher for me.
        
         | Spellman wrote:
         | Link https://github.com/yairm210/Unciv
        
         | oynqr wrote:
         | It's also very actively developed and contributions are always
         | welcome. As far as I looked at it, the codebase is rather
         | approachable.
        
       | heavyset_go wrote:
       | One of my favorite things to do with this game is to set up a
       | huge map and either do one turn a day with friends or against AI.
        
       | roschdal wrote:
       | The 3D version is playable online here: https://www.fciv.net
        
         | KryDos wrote:
         | I play it here usually - https://www.freecivweb.org/
         | 
         | Looks like they also have 3D version but I haven't tried it
        
           | oblak wrote:
           | Thank god I did a control+F "web" before asking if there's a
           | version one can play in a browser. What a time to be alive.
           | Time for someone to make a proper, no-plugin-required Quake
           | multiplayer game. Quake Live could've been it but the tech
           | wasn't ready.
           | 
           | if anyone at id Software is reading this: do it. DO IT
        
             | nmarinov wrote:
             | There's some issues with it but I've played multiplayer
             | Quake III Arena here: http://www.quakejs.com
             | 
             | 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.
        
               | oblak wrote:
               | Thank you. Guess mods (like OSP/CPMA) don't work but
               | still. Quake 3 on the web.
               | 
               | 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
        
               | ta988 wrote:
               | I'm still amazed when I play quake in a browser. This
               | really shows the conjunction of decades of little things
               | coming together. And it frustrates me a bit more when I
               | see simple things lagging and being slow.
        
               | beebeepka wrote:
               | Full blown multiplayer 3d shooter rendered at 120 FPS vs
               | a lagging infinite scroll. Same browser, different tabs.
        
       | samwestdev wrote:
       | How's the codebase? Clean? Worth a study?
        
         | zulban wrote:
         | Good question. However, if you want to learn, the requirement
         | shouldn't be a clean code base. Instead you want to find a
         | working and complex code base. Real projects have warts and
         | history. Whereas you can always find perfect code in tutorial
         | snippets and opinionated blog posts.
        
       | notpushkin wrote:
       | Also check out FreeCol, the open-source clone of Colonization:
       | https://www.freecol.org/
        
       | User23 wrote:
       | It's a shame there aren't more games with free engines and paid
       | assets. Even Stallman approves of this model[1]:
       | 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#OtherWorks
        
       | blippage wrote:
       | I tried playing it a few years ago, along with a similar
       | offering. I couldn't really figure out how to get started, and
       | what buttons to press. So I lost interest quickly.
        
       | dhx wrote:
       | Also see Unciv[1] which is based on Civ5. It works on Android and
       | desktop environments and is very actively maintained and
       | improved. Freeciv is based on Civ1/2.
       | 
       | [1] https://github.com/yairm210/Unciv
        
       | rrreese wrote:
       | What I find fascinating about this project is it's longevity. It
       | was started in 1995, a year before Civ II came out. I remember
       | playing it in 2000. And here it is still going. Development is
       | pretty active and there is even a 3D mode.
        
         | wing-_-nuts wrote:
         | I've recently installed freeciv after struggling in vain to get
         | civ II running on linux. I'll admit I haven't really given it a
         | full chance, but I dearly miss civ II. Apparently one can get
         | it working by installing dosbox, win 3.1 on dosbox, then civ
         | II, but I haven't gotten around to attempting that.
        
           | suby wrote:
           | I have civ ii working on wine without a problem. It's worked
           | with every version of wine I've tried going back to like
           | 2017. I have both the multiplayer gold edition and the
           | original and I'm pretty sure both should work without any
           | fuss.
        
             | antifa wrote:
             | Last time I tried, I had an easier time getting Civ2 MGE
             | working on wine than freeciv.
        
           | AlecSchueler wrote:
           | You can also use the civ2 ruleset and grab a civ 2 tileset in
           | Freeciv. That way you get the same look and behaviour as you
           | may be missing.
           | 
           | I'm sure someone has probably recreated the campaigns too,
           | though you would be missing the memorable FMV sequences.
        
           | spapas82 wrote:
           | I'm using this setup (win 3.1 on dosbox) to run mordor, an
           | old shareware rpg. It works great I totally recommend giving
           | it a try with civ II!
        
           | aasasd wrote:
           | If neither Wine nor VMs work for you for some reason, you
           | might actually have an easier time with emulating classic
           | MacOS. There are emulators specifically for it, they have to
           | impersonate just very few models of the hardware, so success
           | is basically guaranteed. The most annoying parts of the
           | experience are if the emulator is too barebones, and that
           | some sites insist on distributing Mac software in 'StuffIt'
           | archives, which require a proprietary program in Mac itself,
           | and can't just be uncompressed on the host system.
        
         | catach wrote:
         | An interesting thing about Open Source game projects is that,
         | if successful, they only ever work on that one game.
        
           | DaedPsyker wrote:
           | Is this in terms of contributors?
        
             | catach wrote:
             | To clarify my meaning: a game is never declared "done",
             | with the apparatus of the project moving on to create a new
             | game.
        
               | hombre_fatal wrote:
               | I think that's just the nature of software never being
               | done + the only reason games have been declared "done" in
               | the past is when you had to master a single boxed
               | release.
        
               | catach wrote:
               | I would suggest that the vast majority of commercial
               | games still trend very heavily towards the "done" model.
               | Maybe a few patch releases over a year or two, but
               | nothing like the Open Source model where the energy
               | invested is constant.
               | 
               | You allude to the reasons why though, with the box
               | release requirement--though that's a part of the greater
               | economic reasons.
        
               | AaronM wrote:
               | And there are a fair number of open source recreations
               | that keep games alive like OpenTTD (Transport Tycoon
               | Deluxe) and OpenRCT (Roller Coaster Tycoon)
        
           | mikepurvis wrote:
           | It depends on the game/engine. ScummVM plays dozens
           | (hundreds?) of games of course, but even something like
           | OpenRA plays Dune 2000, C&C, and also Red Alert.
        
             | catach wrote:
             | Projects dedicated to the preservation and modest
             | enhancement of existing games is even more illustrative of
             | the vague point I'm attempting to gesture towards.
        
           | keyle wrote:
           | A miracle or a curse?
        
             | Silverback_VII wrote:
             | sounds more like a curse.
        
           | Hamcha wrote:
           | I beg to differ, the real beauty is how anyone can fork them
           | to follow their own vision e.g. Open TTD has a fork with
           | bundled community patches dating decades that never landed in
           | the main game, or Space Station 13, a game that plays
           | completely different depending on which codebase you play
           | (they don't even have matching licenses anymore, and all of
           | them copyleft).
           | 
           | 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
        
             | catach wrote:
             | That is also an interesting attribute, and for similar
             | sociological reasons.
        
             | kubafu wrote:
             | Care to share a link to the OpenTTD fork you mentioned?
        
               | mschuster91 wrote:
               | Probably https://github.com/JGRennison/OpenTTD-patches
        
               | Hamcha wrote:
               | Sure: https://github.com/JGRennison/OpenTTD-patches
               | 
               | The Readme includes the list of applied patches.
        
               | kubafu wrote:
               | Thank you!
        
             | Kinrany wrote:
             | I would never guess to search for a GDC talk on Space
             | Station 13. Thank you for this!
        
             | aasasd wrote:
             | For some reason Youtube's offerings for 'Space Station 13'
             | look like a supply of memery straight from elementary
             | school, at least going by what I see in the list. I managed
             | to find one vid by 'MandaloreGaming', whom I watched one
             | time in the past and pinned as vaguely decent, but even
             | that didn't evade the attention-deficit mode of editing.
        
               | Arrath wrote:
               | Stories of utter ridiculous shenanigans in SS13 from
               | Something Awful's thread on the game are my go-to.
               | 
               | EG https://forums.somethingawful.com/showthread.php?threa
               | did=28...
        
       | aasasd wrote:
       | And other open-source clones of various games:
       | https://osgameclones.com
        
         | Alan_Dillman wrote:
         | Thank you for this.
        
           | aasasd wrote:
           | I post that each time an open-source clone is on the front
           | page--which is pretty much once a month, sometimes sooner.
           | The site itself was posted on HN three times altogether--one
           | of them in the last hour, again without any traction. This
           | dynamic is kinda funny.
        
         | aasasd wrote:
         | BTW, my _theoretical_ favorite of those is the engine clone of
         | Carmageddon, made by one guy in C#--however he 's finished
         | everything besides power-ups, and then abandoned the project.
         | 
         | http://1amstudios.com/projects/openc1/
        
       | harvie wrote:
       | Never really understood how to play that. It is too hardcore :-D
        
       | Silverback_VII wrote:
       | Open-source should have speed up the evolution of new ideas and
       | yet more often than not it's just keeping old proprietary
       | software barely alive or duplicating it.
        
         | NoboruWataya wrote:
         | In general, I don't think this is true at all and much of the
         | most innovative, boundary-pushing software is open source.
         | 
         | 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.
        
         | prmoustache wrote:
         | You are talking as if open source was a single entity. This
         | doesn't make any sense.
        
           | Silverback_VII wrote:
           | Well, some say that proprietary code is limiting because it
           | doesn't allow for modifications and yet it creates almost all
           | the innovation.
        
             | prmoustache wrote:
             | You have to take into account that the open source software
             | constitute a very small fraction the overall software both
             | in term of quantity of products and in term of developpers
             | involved.
             | 
             | 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.
        
               | Silverback_VII wrote:
               | Taking blender as example of a successful open source
               | project, with a strong incentive for developers to create
               | a great tool, you still have the problem that proprietary
               | software is probably better, otherwise major 3d studios
               | would use blender.
        
               | anthk wrote:
               | - Apache
               | 
               | - GCC/Clang
               | 
               | - Nginx
               | 
               | - Virt Manager
               | 
               | - OpenBSD at firewalls
               | 
               | - OpenSSH
               | 
               | Should I go on?
        
               | jtode wrote:
               | I worked at Tangent Animation, now defunct - we used
               | Blender as our primary render software, and produced
               | several feature projects, two of them still running on
               | Netflix last I checked. We were not major, but it has
               | been done.
               | 
               | 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.
        
               | prmoustache wrote:
               | What about OpenSubDiv by pixar?
               | https://graphics.pixar.com/opensubdiv/overview.html
               | 
               | 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.
        
               | Silverback_VII wrote:
               | One could argue that since these projects are often
               | developed by contributors who have proprietary software
               | in mind, it is in fact proprietary code wich creates the
               | collaborative open-source effort in the background.
        
               | entropicdrifter wrote:
               | Money may make the motivation much of the time, but that
               | doesn't mean that OSS isn't where much of the innovation
               | happens.
               | 
               | 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).
        
               | SanderNL wrote:
               | Proprietary software is software that keeps the lights on
               | for the people that work on it.
               | 
               | 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).
        
               | nkozyra wrote:
               | Often big companies pay for proprietary stuff because you
               | get support.
               | 
               | Lots of smaller studios use Blender, it's pretty well
               | stress tested by now.
        
             | jrm4 wrote:
             | Proprietary code _appears_ to create all of the innovation
             | because you have to market and sell it. I don 't think you
             | can meaningfully say "which creates more innovation" in
             | either direction, though if pressed I'd say, "open source
             | in the long run" -- e.g. Linux runs a _much greater variety
             | of things_ than Windows.
        
             | bee_rider wrote:
             | People say lots of things, but without metrics they are
             | just making things up.
        
       | qwerty456127 wrote:
       | I remember the last time I tried (nearly 20 years ago) I couldn't
       | figure out how to play it in single player mode. It was asking
       | for a server or something like that. Can I just click and play
       | some meaningful single-player already?
        
         | jgtrosh wrote:
         | > even for a solo game -- one human player and any number of
         | AIs -- you need to run both the server and the client programs.
         | 
         | https://freeciv.fandom.com/wiki/Introduction_to_Freeciv
        
       | deepdriver wrote:
       | While it may not have the shine and polish of Sid Meier's
       | Civilization 6, at least FreeCiv doesn't force glitchy unwanted
       | advertise-- er, launcher updates that break the game years after
       | release:
       | 
       | 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.
        
         | prox wrote:
         | There is actually a way to roll back steam versions. I had to
         | do it for Skyrim. Not sure if that works for Civ ofcourse.
         | 
         | You have to access the depot. Here is a little thread for
         | Skyrim :
         | https://steamcommunity.com/app/489830/discussions/0/32475650...
        
         | the_only_law wrote:
         | This does kinda annoy me. I'm sick of seeing updates on stream
         | games and getting excited only to find "launcher update".
        
         | zenlot wrote:
         | I play Civ 6 on PS5 and haven't had a single issue with launch
         | or gameplay.
        
           | nkozyra wrote:
           | On platforms it launches without issue but if you haven't
           | crashed it once I'm impressed.
           | 
           | It crashes on every computer or game system once every 5-6
           | hours of gameplay for me.
        
         | ricardo81 wrote:
         | Thanks for sharing. Had noticed some weird slowness creeping in
         | over time with the startup, random hangs but no crashes.
        
         | oefrha wrote:
         | Wait, you can bypass that shitty launcher? Thank goodness. It's
         | been taking forever to start, or flat out refusing to start for
         | me since about a year ago. What a useless piece of garbage.
        
           | Nition wrote:
           | Yeah, see the guide here from the linked thread:
           | https://forums.civfanatics.com/threads/how-to-bypass-the-
           | stu...
           | 
           | I had crashes with the launcher, and bypassing it fixed it
           | completely.
        
         | duxup wrote:
         | My issue with Civ 6 was the AI..
         | 
         | 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.
        
         | [deleted]
        
         | smallstepforman wrote:
         | There is NO successor to Civ4 BTS, the other games with the Civ
         | name are a different more boring game. One unit per tile games
         | are not Civ games.
         | 
         | 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.
        
           | NoboruWataya wrote:
           | For better or for worse, Civ games are now one unit per tile.
           | You might think they are more boring but IMO they bring
           | interesting new challenges to gameplay. Such as the challenge
           | of moving a large army through an area with difficult
           | terrain, or of not letting your city be completely
           | surrounded.
        
           | indigochill wrote:
           | > There is NO successor to Civ4 BTS, the other games with the
           | Civ name are a different more boring game. One unit per tile
           | games are not Civ games.
           | 
           | 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.
        
             | Spellman wrote:
             | FFH2 even has it's own rebalance mod, Erebus in the Balance
        
           | levesque wrote:
           | I've grown quite fond of the one-unit-per-tile paradigm. It
           | brings a strategic element of a different nature to besieging
           | a city, I don't mind it.
        
           | antifa wrote:
           | > One unit per tile games are not Civ games.
           | 
           | Hex tiles with one unit per tile is the only improvement Civ5
           | has over Civ4.
        
           | 29athrowaway wrote:
           | The Normandy landings, Battle of Stalingrad and other major
           | battles in history cannot be recreated in Civ 6 because you
           | cannot stack units. It's an artificial restriction that not
           | only is annoying, it makes things less realistic.
        
         | nmarinov wrote:
         | > Can't roll back to an earlier version because Steam.
         | 
         | 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...
        
           | nkozyra wrote:
           | In theory I can see the mental graph search in play but
           | civilization's AI is too dumb to need that.
           | 
           | It's like playing with the most predictable chess player.
        
         | oblak wrote:
         | Damn, is that a recent development? Because I can recollect
         | buying the game but don't remember actually playing it. It's
         | very likely that have spent less than 2 hours on it. Would
         | Valve let me return the game? Don't want ads, and additional
         | launchers in my steam games.
         | 
         | 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.
        
           | deepdriver wrote:
           | The ads are only in the launcher, but the addition of the
           | launcher has caused major crashing and stability problems
           | with the base game.
        
           | messe wrote:
           | > It's very likely that have spent less than 2 hours on it.
           | Would Valve let me return the game? Don't want ads, and
           | additional launchers in my steam games.
           | 
           | 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_.
        
           | MaxBarraclough wrote:
           | > I returned Crysis 3 a few years ago (because the Origin
           | client wouldn't work correctly on my Linux machine)
           | 
           | EA market the game as being for Windows only, no?
        
             | oblak wrote:
             | I am sure the game works just fine, as Crysis 2 works
             | without any issues but it does not require the launcher. So
             | yeah... Their loss, not mine.
        
         | mtlmtlmtlmtl wrote:
         | I still stick with Civ 5 myself. Never really cared for Civ 6.
         | 
         | 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.
        
           | the_only_law wrote:
           | The cool thing about Civ is my friends will actually play it.
           | It has the right mix of looking approachable and having depth
           | of mechanics.
           | 
           | Paradox games on the other hand, are too intimidating for
           | most people I know to try.
        
             | mtlmtlmtlmtl wrote:
             | Yeah... I love history, so I really want to enjoy HOI4,
             | there's just so much fucking busy work to deal with. I
             | think I'm just spoiled by playing chess where there is
             | nothing but the "battle of ideas", as GM Yasser Seirawan
             | likes to put it.
        
             | spacehunt wrote:
             | Their more recent titles (Crusader Kings 3, Stellaris) are
             | actually quite approachable, and the upcoming Victoria 3 is
             | looking pretty good too.
        
           | distances wrote:
           | With Civ5 you probably want to use Vox Populi. It really
           | improves the game to a completely new level, including the
           | AI. It's not a human opponent but much better than any Civ
           | version ever shipped officially.
           | 
           | 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.
        
             | Spellman wrote:
             | Vox Populi has added SO MUCH, especially in the AI
        
             | 29athrowaway wrote:
             | You can likely use Proton to run Civ 5.
        
               | [deleted]
        
               | distances wrote:
               | Likely, I'll have to search a bit if someone already took
               | a stab at getting the mod work too.
        
               | 29athrowaway wrote:
               | It should not be a problem. Proton runs unmodified
               | Windows software.
        
               | distances wrote:
               | Running yes but the mod is shipped as a Windows installer
               | package so that needs to be extracted, either by running
               | the installer or by some other means. So needs a bit of
               | effort to figure it out unless someone already posted
               | working instructions.
        
               | 29athrowaway wrote:
               | Proton is basically Wine. Wine creates a "Wineprefix",
               | which is a folder hierarchy similar to that of a Windows
               | installation. You can run the installer within that
               | Wineprefix using wine. That will install the files. Then
               | you can run Civ 5 and everything should be in place.
        
           | Pxtl wrote:
           | If you're interested in F/OSS Civ 5, there's a decent F/OSS
           | mobile-first implementation called Unciv.
           | 
           | 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.
        
             | mtlmtlmtlmtl wrote:
             | Woah, this looks slick! I had no idea this existed.
             | 
             | 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.
        
               | Spellman wrote:
               | Mostly because the AI isn't able to really strategically
               | "plan".
               | 
               | 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.
        
               | mtlmtlmtlmtl wrote:
               | Makes sense. Only game AI I know intimately is chess AI,
               | so my intuition is to do minimax tree search(like
               | alphabeta). The implementation is tricky though because
               | there's multiple moves. And likely the branching factor
               | is far to high for alphabeta to be helpful.
               | 
               | 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.
        
               | Spellman wrote:
               | Really the simpler answer is have a planning layer that
               | can influence the lower agent decision weights.
               | 
               | 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.
        
               | mtlmtlmtlmtl wrote:
               | Yes, this type of thing is what I was alluding to qt the
               | end of my 2nd paragraph. I was sort of thinking it over
               | as I typed and that's where I sort of ended up. You need
               | some sort of coarse grained planning like that. Or I
               | guess the technical term is hierarchical planning?
               | 
               | 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.
        
               | entropicdrifter wrote:
               | Having played a good number of hours of Unciv myself as
               | well as Civ V, the AI is indeed similarly bad. Their
               | meta-strategies are largely one-trick ponies making them
               | trivial to predict. Harder difficulties just wildly tip
               | the resource scales in the AI's favor without improving
               | their decision making at all.
        
           | GameOfFrowns wrote:
           | >I tend to win because I'm just a better tactician due to
           | studying chess
           | 
           | 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.
        
             | mtlmtlmtlmtl wrote:
             | I forgot the example. The one I remember best is this 6FFA
             | where all but me and another much more experienced
             | player(who introduced me to civ in the first place) were
             | irrelevant by the endgame. I was slightly ahead in science
             | and snowballing, and he was playing for culture victory,
             | and succeeding. I could tell that my only option was war.
             | But he has more production. So it had to be nukes, and he
             | had to not know about it, otherwise he could declare war
             | and stop me in time. So I had to make him believe this was
             | not a threat. I did several things like feigning playing
             | for diplo victory(actually to avoid him banning nukes) I
             | got him distracted right there trying to keep me from
             | taking all the cs. By the time I completed the Manhattan
             | Project, his invasion was too late and I was able to nuke
             | his cap and his nr. 2 city. I laid this plan a lot of turns
             | in advance. Afterwards he said he thought the culture win
             | was a sure thing.
        
             | bitexploder wrote:
             | It is an interesting assertion. What we know about learning
             | and chunking in our brains implies that chess knowledge is
             | too specific to be used elsewhere directly. The years of
             | playing chess probably just mean parent is good at analysis
             | and learning things like chess, and is why they were
             | interested in chess to begin with. Maybe some chess
             | concepts work and apply, but chess memory and skill is
             | rather specific.
        
               | mtlmtlmtlmtl wrote:
               | A lot of it is specific, but it's not like chess and civ
               | are completely disjunct either. There is some significant
               | overlap between some of the thought processes involved.
               | They both have minimax game trees, though civ obviously
               | has a much bigger branching factor so you have to be a
               | lot fuzzier about it. But I'd argue that just having
               | played a lot of chess with a more managable branching
               | factor makes it easier to make the meta decision of _how_
               | to think about these games.
        
             | mtlmtlmtlmtl wrote:
             | It's not very tangible like "oh that's just like a skewer
             | tactic in chess!", it's more a general ability to think
             | ahead and enumerate various likely scenarios, and ways of
             | deciding what to do. Chess is not just pure pattern
             | recognition. It's also a game of decisions, understanding
             | what your opponent is trying to do, swallowing your own
             | pride, etc.
             | 
             | 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.
        
               | GameOfFrowns wrote:
               | Thank you very much for the insight and also for
               | providing the example (in the other post).
               | 
               | What is your opinion on the Age of Empires series?
        
               | mtlmtlmtlmtl wrote:
               | Only happy to provide!
               | 
               | 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.
        
           | kingkongjaffa wrote:
           | I wouldn't mind but diplomacy is broken still. Civs stay mad
           | at you for invading a neighbouring civ for the entirety of
           | the game. Things like denouncement and warmongering issues
           | don't fade away nearly as fast enough to allow varied
           | gameplay.
           | 
           | 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.
        
             | [deleted]
        
       | Der_Einzige wrote:
       | C-evo is a better Civ 2 clone:
       | 
       | http://c-evo.org/
        
       | JoeyBananas wrote:
       | freeciv is a noble effort but lacks features players want. For
       | one, the AI is not on par with Civ 3.
        
         | cmarschner wrote:
         | Well you could change that
        
         | chongli wrote:
         | AI for these types of games is really hard to balance. A lot of
         | players have complained about the weakness of AI in all of the
         | Civ games as far back as I can remember. The problem is that
         | people don't really want an AI that plays to win. For one
         | thing, it means the AI leaders will be extremely tight and
         | shrewd traders that you can never take advantage of in
         | negotiations. It also means AIs will sign deals with you to
         | size up your military situation and then just wipe you out in a
         | surprise attack as soon as possible.
         | 
         | It 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.
        
           | gibolt wrote:
           | AI doesn't have to only try to win to be good. It has to give
           | the perception of competition. Perhaps just scaling behind
           | the scenes based on how the player is progressing
        
             | wyattpeak wrote:
             | I get frustrated with games that scale things with me. I
             | want to be able to feel myself getting better, having my
             | enemies scale with me on any axis really takes away from
             | that feeling that I'm progressing.
             | 
             | 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.
        
               | mcv wrote:
               | Exactly. I do want AI to scale with me, but by me
               | selecting better AI when I get better. That's how I
               | measure my progress: by having to select better AI. That
               | makes my progress transparent.
               | 
               | 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".
        
             | synu wrote:
             | This always encourages a human strategy where the optimal
             | behavior is to sandbag in whatever way the AI is measuring
             | your progress, and then slingshot past them once the
             | opportunity arises. Not to say that can't be fun for some
             | people, but it's definitely not a silver bullet.
        
           | tialaramex wrote:
           | > cyborg Hitler clones
           | 
           | 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.
        
             | chongli wrote:
             | The real Hitler wasn't a cyborg, to my knowledge. If he
             | were, we'd be speaking German right now. Okay, maybe not,
             | but my point was only to use Hitler as an example that the
             | hypothetical strong AI opponents aren't to be trusted. The
             | cyborg part is what makes them brilliant strategists,
             | having instant access to computing power to simulate
             | battles.
        
               | tialaramex wrote:
               | In Freeciv you don't have total information right?
               | 
               | 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.
        
           | hef19898 wrote:
           | At leadt in Civ 6, at difficulty levels 6 and above, you can
           | actually loose to the AI. I agree so, that in those cases
           | winning means behaving like a cyborg Hitler clone. There are
           | only so many ways you can hit the leading AI player down on
           | culture or science victories.
        
             | the_only_law wrote:
             | I recall one game, my friend and I were playing the
             | strongest AIs. We were closing in on the end of the game,
             | and one pesky AI was very close to a science victory.
             | 
             | 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.
        
               | antifa wrote:
               | I actually disable all victory conditions when I play
               | civ5.
        
               | hef19898 wrote:
               | My "current" game is a marathon going for a point
               | victory. It is running for almost a year now, and I still
               | have 30 odd rounds left, sometimes a round, without any
               | real action going on, takes uo to 10 minutes to
               | calculate. So I am in for quite a bit more game time.
        
           | mikro2nd wrote:
           | That's " _ruthless, psychopathic, cyborg Gandhi clones_ " if
           | you've been playing Civ long enough.
        
             | chongli wrote:
             | Hahaha. I felt that example was a bit too extreme. Having
             | all the AIs nuke you into oblivion every game would get old
             | pretty fast!
        
           | crooked-v wrote:
           | Of course, most of that just comes down to the game itself
           | having rules that don't actually line up with the intended
           | (for most people) gameplay experience.
           | 
           | 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.
        
           | mcv wrote:
           | I would much prefer all of that over just giving them tons of
           | economic bonuses I can never keep up with. (I'm currently
           | playing Civ 6 on Immortal, where it's simply impossible to
           | keep up at first, and I miss out on all of the wonders, but I
           | still win in the end game simply because the AI is stupid.)
           | 
           | 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.
        
             | pyrale wrote:
             | Since we're talking about freeciv, civ2 on deity is pretty
             | easy if you know what you're doing. It's not even a forced
             | way of playing, you can decide to win with just one city,
             | or you can decide to spam cities with less than 3
             | population to avoid population penalties, and there's many
             | other strategies.
             | 
             | 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.
        
             | seb1204 wrote:
             | Kudos to you for playing that high difficulty, are there
             | videos to watch... Going to search now.
        
               | mcv wrote:
               | Watching a video of me playing Civ 6 would be incredibly
               | boring. I take a long time, and most of the game I do
               | nothing but desperately figure out how to keep up, and in
               | the end I win with a boring Diplomatic Victory, unless
               | someone else beats me to the Science Victory (other
               | victories don't seem to be possible; except Domination, I
               | suppose). They're not the most exciting games, but
               | they're hard, mostly because it's impossible to keep up
               | in science and wonders.
               | 
               | 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).
        
         | space_debris wrote:
         | I was wondering for a long time: wouldn't it be possible to
         | create an ML-based AI that could parse CIV games and
         | emulate/imitate human-style play? It would have to be broken
         | down to the respective difficulty levels a human is playing and
         | I guess it would require a lot of input metrics. But people are
         | playing CIV anyway all the time, so there is definitely no lack
         | of data. That way, CIV could move away from giving the AI boni
         | that it often doesn't know to exploit properly, and we could
         | potentially finally have an interesting competition with the
         | AI.
        
           | LeanderK wrote:
           | yes, I would say it's probably possible now but not yet
           | practical. It's really the forefront of AI research and only
           | archivable with a team of top researchers and a lot of
           | computing resources (you need to use a lot of self-play, so
           | AI vs AI). But we still make a lot of progress every year,
           | give it a few years and I would bet that it starts to get
           | practical for game-developers to use machine learning.
        
             | mtlmtlmtlmtl wrote:
             | The problem with machine learning for game AI is how
             | expensive it is computationally. Forget about using the GPU
             | for it. Maybe if TPUs became more common.
             | 
             | 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.
        
               | LeanderK wrote:
               | I think those big models all had visual input and
               | therefore understand what they're seeing. You don't
               | really need this for game AIs, it could make those models
               | drastically smaller.
        
               | mtlmtlmtlmtl wrote:
               | Maybe, but you'll still be pretty damn limited in terms
               | of access to the GPU. Games generally tend to push the
               | graphics to the limit. You could make a graphically very
               | simple game and put most of your GPU compute into AI. I'd
               | be interested in seeing a space like that explored for
               | sure.
               | 
               | 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.
        
           | the_only_law wrote:
           | I just want strategy games where higher level AIs aren't just
           | cheaters.
        
             | buildbot wrote:
             | Supreme commander has cheating AIs that will waffle stomp
             | you seconds after the no-rush timer if that is what you are
             | looking for.
        
               | the_only_law wrote:
               | Whoops meant "aren't"
        
               | buildbot wrote:
               | Oh that is much harder then :)
               | 
               | 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.
        
           | TobTobXX wrote:
           | https://www.youtube.com/watch?v=t1Y0SCEgooQ
        
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