![]() Yairm210, the creator of the game, has done most of the development, with major contributions by SomeTroglodyte, Itnasi, Reversi, xlenstra, Simon Ceder, Azzurite, Generald Wadalling, letstalkaboutdune, and many others. Unciv is in constant development using the Kotlin language and usually receives 1-2 updates per week most are bug fixes, but new features are also added bit by bit. As of June 2023, multiplayer doesn't have a turn timer, but the community has made a Discord bot to notify each player of their turn instantly. Unciv also has a multiplayer function, which is somewhat robust, where the players have to connect to a server and wait for each other to finish their turn. Unciv mods are easy to make and simple for players to use. The graphics resemble the strategic view found in Civilization V, but in a pixel art style the appearances of the tiles and units can be changed, and players can create or download tileset mods.Īlthough unfinished, the game enjoys a vast system for mod support, allowing for great flexibility for the coders. As a result, the game is still missing some civilizations, units, and buildings which are unique to the Brave New World expansion. It has most of the features present in the Gods & Kings expansion, except for espionage. Unciv, also written as UnCiv, is an open-source 2D recreation of Civilization V for the Android operating system, but also available for desktop and cross-platform play.Īs of July 2023, version 4.7.8, the game is in active development and can be completed the science victory, cultural victory, domination victory, diplomatic victory, and time victory are all the current possible methods of victory. Latest version of the logo, assembled by ( Source) In the center, the icon of the City Center. When the French take two border cities somehow, then take another two inland cities, his AI just forms a defensive line, not bothering to strike back.The logo represents the 6 main stats of the game inside the hex-grids that represent the map of gameplay. Two units, a barracks, and city walls in every city, instead of the two barracks and 5-10 units he needs. He instead decides to see what the AI does to his precious plan. He practically has the game won, and can literally have it won by 1 AD. As a turn-based strategy game, Civilization II models the historical development of human civilization. continue to expand, while building up the central citiesīy 1740 BC, he has Explosives and Engineers are connecting his cities with railroads. build Michelangelo to allow city growthġ0. develop Explosives (engineers!) to compensate for the Pyramidsĩ. expand to defensible border zones, fill in the inland ('moyo') laterĨ. meet approaching settlers with diplomats, convert the city as soon as it is built (cost: below 50, 5. build supply routes as the empire growsĤ. keep cities to size 3 or 4 to avoid having to build improvementsģ. ![]() ![]() ![]() The plan is practically failsafe, once you survive the initial stage. But if I have a city in a certain terrain configuration, and the enemy has the same thing, same population and worker distribution and everything, then both cities should take exactly the same amount of time to build a warrior unit. Or that the enemy makes more optimal choices such as deciding to build farms first, or expanding as fast as it can, if that was the optimal strategy. Higher difficulty levels would mean the enemy has greater starting resources and you have fewer. I'm outperformed from the very start by every single AI civ even on the easiest difficulty and when I have a perfect start location and settle on my first turn.Īnd when I said earlier about Deep Blue, I didn't mean that I expect the game to actually have good enough AI to beat the human player. ![]() The cheating AI makes it simply unplayable for me. By save-scum I mean I shut down the program and start it again, loading my save file, to get a new result) (And yes I understand that the game seems to save RNG results. The AI clearly not only cheats on production, but on combat rolls as well. And then an enemy regular warrior will wander over and slay one of my full-health regular warriors on save-scum after save-scum. I'll attack with warrior after warrior (all regulars), save-scumming to get the best possible outcome, just to kill a single non-fortified enemy regular warrior. Yeah, I also noticed that it seems like the combat mechanics are funky. ![]()
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