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Notes on game features
Well-defined features to consider for OpenCiv3, and some miscellaneous documentation on Civ3 features.
Features from other games that we may want to implement or adapt as the project matures.
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Starting location biases (Civ5+): a leader/civ/trait will spawn on/near certain terrain or features. Similar to seafaring civs starting on the coast, but generalized.
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Multi-dimensional terrain (later Civ, Old World): instead of a single terrain type, terrains have layered properties like elevation/topography, temperature, humidity/vegetation. Thus you might have desert hills, or a flat tropical forest. Civ3 has a very limited example of this in that forests can appear on a grassland, plains, or tundra base. This could be combined with a more realistic world gen model to drive the arrangement of these features.
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Combined arms combat (Call to Power): units can move and fight together as a stack without belonging to an Army, using their combat attributes in concert. For example in CtP units had different melee and ranged strengths which worked best in combination with units of the opposite affinity.
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Units per tile limit: (Call to Power, Civ5+): a configurable cap on units that can occupy a tile, which may be a flat number or incorporate attributes of the units (size) or tile (capacity).
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Amphibious units (Civ5+, Old World): instead of being transported in ships, units can embark themselves as temporary naval units subject to technological limits.
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Production rollover (Civ4+): options to allow surplus production to be rolled over to the next build, with certain constraints.
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Wonder videos (Civ4+): allow the wonder splash images to use video instead.
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Tech blurbs (Civ4+): custom text and/or audio for each tech at its discovery.
Documentation and reference material on how Civ3 works in specific situations.
The CivFanatics Civ3 section is an excellent resource on all things Civ3, the InfoCenter is particularly noteworthy.
If there's an aspect of the game not covered by reference materials (including this wiki), do ask a question in any of the channels associated with the project, or on the CivFanatics Civ3 forum.
Remember that the game itself comes with an extensive manual, and has an in-game knowledge base, the Civilopedia.
In between turns, a city grows first and has its new citizen placed before it produces anything. You get the production from that new citizen.
https://media.discordapp.net/attachments/557946119120748546/1055574252331466822/image.png (dead link)
https://forums.civfanatics.com/threads/fast-unit-retreat.84527/
Please see this post for experimental results around tile visibility.
The file Art/Terrain/tnt.pcx is used for tile yield overlays. Each row corresponds to a different type of base Civ3 terrain, in order: grassland, grassland with shield, plains, desert, tundra, flood plains.
A pattern has not been identified for which column is used.
For bonus grasslands when tile yields are turned off, the desert tnt.pcx row is used.
Long term we probably want a better system than the legacy tnt tiles for displaying tile yield.