Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Missing features from Civ V #663

Closed
20 of 27 tasks
Smashfanful opened this issue Apr 19, 2019 · 80 comments
Closed
20 of 27 tasks

Missing features from Civ V #663

Smashfanful opened this issue Apr 19, 2019 · 80 comments

Comments

@Smashfanful
Copy link
Contributor

Smashfanful commented Apr 19, 2019

As a GRAND POLICY CHANGE, we're changing our goal from Vanilla Civ V to G&K Civ V.

The items in this issue are still relevant,

  • Aircraft Carriers
  • Civilization Rankings (Richest, Strongest, Most Fertile, Largest, Happiest, Most Productive)
  • No Ancient Ruins starting option
  • Owned Cities need a growth bar, to see in how many turns the City will grow
  • Random Civ choice in the Civ select window
  • Diplomatic Victory
  • Peace request, denunciation and friendship request quotes
  • Civ timeline for momentous events
  • City build queue
  • Unique denunciation quotes (?)
  • When about to promote an unity, you can change their name
  • Missing wonders - Petra, United Nations
  • Civilizations - Aztecs, Mongols, Incas, Danish, etc.
  • Forts and Citadels
  • Research agreements
  • Civ Teams on new game
  • Cities requiring a resource and consequent "Hail the King" celebrations
  • A Civ can ask another Civ to make peace with a third Civ
  • Policy Branch: Order
  • Policy Branch: Patronage
  • "Build road to" action for workers
  • Achievements (Google Play exclusive)

City states

  • Cities owned by City-States should have an Influence bar to see what are their relations with you.
  • Should give gold when first met
  • City-states with good relations with you may give you resources
  • Personalities
  • Quests
@Am-per-Sand
Copy link
Contributor

what is Allow Policy accumulation?

BTW - on immortal and deity on small maps never can find any ruins

@Smashfanful
Copy link
Contributor Author

@Am-per-Sand Allow Policy accumulation allows to accumulate Culture points over the minimum limit for a new policy, without forcing you to choose one.

@Am-per-Sand
Copy link
Contributor

That's funny - what can a player use such overload of points for?

@yairm210
Copy link
Owner

yairm210 commented Apr 22, 2019

This is a mix of a few things.
First is #559
Second is civ rankings
Third is 'policy accumulation' which from your description already exists so I'm not sure what you want
Please move all game starting options to 559
And call this "add civ rankings"
(Still)

@amunizp
Copy link

amunizp commented Jan 6, 2020

So Spain is only missing natural wonder? According to #703 ?

@r3versi
Copy link
Contributor

r3versi commented Jan 7, 2020

All vanilla NW are in game and so is Spain

@amunizp
Copy link

amunizp commented Jan 7, 2020

I am on 3.4.4 from f-droid and I can't see it as an option when starting a new game.

@yairm210
Copy link
Owner

yairm210 commented Jan 7, 2020

Update to a more recent release =)

@juanantonioao
Copy link

Hello, I'm noob here. I've never played Civ V (I only played Civ IV) but I'm sure this feature is present on the game, and it's not in UnCiv.

When I start to create parts of the ship, there's no written anywhere how many parts I need. There are four kind of parts I have to build, but I can't know how many of them I must build to win. It's not in the Civilopedia, it's not in the description of the building... The worst is I start to build as many parts as I can, and when I reach the limit (a limit I can't know) production is interrupted in all the other cities, losing all the turns I've spent on building that part.

I think it should be pointed anywhere how many parts can you build. Even better: when you are building the max parts you can, game should not allow you to build more.

In adition, I'm junior developer and maybe I could add that feature by myself, but I don't know if I'm gonna have enough time.

@busymaestro
Copy link

I would really enjoy the addition of the brave new world pack civs, such as Poland, the Zulus, the Maya, Carthage and the huns. I feel that this would bring a lot to the game.

@yairm210
Copy link
Owner

@busymaestro That's not in the scope of this issue, and will not happen until we finish the Vanilla features.

@ajustsomebody
Copy link
Contributor

#2851, #1925

these two are a must at this point

@ajustsomebody
Copy link
Contributor

ajustsomebody commented Jun 20, 2021

"You can revoke protection of a City-State at any time once 10 turns since your declaration of protection have passed. (In vanilla, doing this results in a penalty where you cannot pledge to protect the same City-State for a short period of time.)" the player can pledge or revoke protection anytime they want

also many city state stuff are not implemented https://civilization.fandom.com/wiki/City-state_(Civ5)


Conquering only provides gold, wasnt this different in the original game?

also pillaging doesnt provide gold

@xlenstra
Copy link
Collaborator

Currently, both the rate at which city borders naturally expand, and which tiles they expand to do not follow Civ V behavior.
The source for the rate of border expansion is given in the code as:
https://www.reddit.com/r/civ/comments/58rxkk/how_in_gods_name_do_borders_expand_in_civ_vi/
Which is for civ 6 and not civ 5.
Futhermore, currently which tiles are chosen is determined first by distance to the capital, and then by resources/yield. In the original game this was different, see:
https://www.reddit.com/r/civ/comments/4o4o6j/civ_v_border_expansion_algorithm/
This was already noted in #3059, but this fix for this issue only implemented parts of the original behavior.

BTW, should this type of thing (misimplemented behaviour) also be posted in this thread, or should it be its own issue?

@SomeTroglodyte
Copy link
Collaborator

For cultural expansion, this wiki entry gives a believable formula which is indeed differing from 6 * (max(0, tilesClaimed()) + 1.4813).pow(1.3)...

@ajustsomebody
Copy link
Contributor

Make policies give leaders titles

https://civilization.fandom.com/wiki/Social_policies_(Civ5)

@SomeTroglodyte
Copy link
Collaborator

From the Warrior wiki: "Notably, a Warrior will upgrade into a Spearman if it receives a unit upgrade from an Ancient Ruins". So are we missing a whole 'Ruins give Upgrades' (not only XP) feature? Using different upgrade paths than normal upgrades through tech?

@ajustsomebody
Copy link
Contributor

ajustsomebody commented Jul 7, 2021

From the Warrior wiki: "Notably, a Warrior will upgrade into a Spearman if it receives a unit upgrade from an Ancient Ruins". So are we missing a whole 'Ruins give Upgrades' (not only XP) feature? Using different upgrade paths than normal upgrades through tech?

also,

" A crudely drawn map of the surroundings of the ruins: Reveals most of the tiles nearby. Note that the center of the revealed space is not the ruins tile, but somewhere 3-4 tiles away in a random direction.
Evidence of Barbarian activity: Reveals location of one or more nearby Barbarian encampments.
Secrets of the ancients: Gives you a free Ancient Era technology. Note that you can only receive a technology that is available to research at the time you visit the ruins; in other words, all prerequisites for the technology must be met already. You can't, for example, get Writing if you haven't researched Pottery yet.
Survivors, which join the civilization: Adds 1 Population to any one of your cities.
Advanced weaponry: Gives a free upgrade to the unit used to activate the ruins.
Warrior upgrades to Spearman, and then up the chain.
Scout upgrades to Archer, and then up the chain.
Pathfinder upgrades to Composite Bowman, and then up the chain.
Gold treasure: You receive 50-100 Gold.
Cultural artifacts: You receive 20 Culture.
Religious artifacts: You receive 30-40 Faith.
An ancient prophecy: You receive 80 Faith. Note that the civilization must have founded a Pantheon before this reward becomes possible and that it stops occurring after you've founded a religion.
On the easier difficulties, two additional awards are possible:
A Settler to settle another city.
A Worker to build improvements to terrain.
If the game pace is set on Marathon, the amount of Culture and Faith found is greatly increased, but not the Gold.
"

some seem to be missing, also when religion gets implemented faith ones should be included as well

btw if shosone gets implemented:

The Shoshone gain huge benefits from exploration from their unique unit, the Pathfinder, which replaces the Scout. It is a versatile Ancient Era combat unit, with the Scout's Movement bonus along with a Warrior's Combat Strength. However, the true strength of the unit lies in its ability to choose a reward when discovering an Ancient Ruin. This means that the Shoshone may select the most powerful bonuses available from ruins, which allows them to quickly accelerate their early game.

@ajustsomebody
Copy link
Contributor

diplomacy is barely implemented

Gnk luxury resources haven't been implemented

@ajustsomebody
Copy link
Contributor

you can strike out city state gold

@ravignir
Copy link
Contributor

You can settle cities 1 tile closer in civ5, if they are on different landmass.

@ravignir
Copy link
Contributor

dl.mp4

@SomeTroglodyte
Copy link
Collaborator

Pity there's no preparation to distinguish 'landmasses' yet in our code. Not a huge challenge, but balancing memory use, serialization or transient, and performance - hmmm...

@ajustsomebody
Copy link
Contributor

Pity there's no preparation to distinguish 'landmasses' yet in our code. Not a huge challenge, but balancing memory use, serialization or transient, and performance - hmmm...

i think they can be pre-calculated when the map is generated unless there are destroyable tiles that could be implemented

@yairm210
Copy link
Owner

Deprecated in favor of #4697

@yairm210 yairm210 unpinned this issue Jul 31, 2021
avdstaaij added a commit to avdstaaij/Unciv that referenced this issue Aug 1, 2021
Changed the feature reflect issue template to reflect the fact that
development is currently targeting G&K and to refer to yairm210#4697 in favor of
the deprecated yairm210#663.
avdstaaij added a commit to avdstaaij/Unciv that referenced this issue Aug 1, 2021
Changed the feature request issue template to reflect the fact that
development is currently targeting G&K and to refer to yairm210#4697 in favor of
the deprecated yairm210#663.
yairm210 pushed a commit that referenced this issue Aug 1, 2021
Changed the feature request issue template to reflect the fact that
development is currently targeting G&K and to refer to #4697 in favor of
the deprecated #663.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests