Closed Smashfanful closed 3 years ago
what is Allow Policy accumulation?
BTW - on immortal and deity on small maps never can find any ruins
@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.
That's funny - what can a player use such overload of points for?
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)
So Spain is only missing natural wonder? According to #703 ?
All vanilla NW are in game and so is Spain
I am on 3.4.4 from f-droid and I can't see it as an option when starting a new game.
Update to a more recent release =)
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.
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.
@busymaestro That's not in the scope of this issue, and will not happen until we finish the Vanilla features.
I believe you don't settlers or workers from ancient ruins in higher levels of civ V but you do unciv. Not a major issue but a small discrepancy.
In vanilla Civ 5, you can order a worker to construct an improvement on a Forest/Jungle/Marsh tile that first requires removal of the terrain feature (eg Build Plantation on a Forest tile with Spices; Build Farm on a Plains/Jungle tile). The worker then does the clear first, followed by the build.
This would especially make it clearer how to improve resources on forest/jungle tiles.
I am really missing the "make me an offer" option in diplomacy. Having to wait a turn to see if an offer is accepted (and then forgetting what I offered) makes it not worth bothering trying to trade, this would make it a lot easier to figure out what an acceptable trade might be.
(Unless I'm missing something) you can't see what's already been built in a city. Aside from general usefulness, there are two specific cases it's important to have:
@asilano that's in 'stats drilldown'
Wanted to create a new issue but I guess it was indeed in Civ 5 vanilla.
Shouldn't chopping down a forest give a production boost?
Air Sweep action by Fighters/Jet Fighters
There should be a time victory in Unciv, unfortunately, I don't know how Civ5 computes it.
That's funny - what can a player use such overload of points for?
It's useful when you're researching a tech that advances the era. That way you can wait til a new branch is unlocked without wasting culture points.
I think there's a missing action for military units: Alert. Alert is like fortify except the unit wakes up when an enemy unit comes within attack range.
It appears that clearing a forest does not provide a production boost to the closest city.
The attached screenshots are of the last turn before clearing a forest and the first turn after clearing it - the production turn counter in the city only changed by 1, the same as if no forest had been cleared. (I apologize for not providing exact readings from the production status meter, but I have not yet found where that is on the city screen.)
Zones of control appear to not be implemented.
A few other missing options in diplomacy/trade:
Broker peace between warring AI
Enter custom amounts of an item during trades
Gifting units to city states and civs
(All of these are in civ v)
Offshore Platforms should be unlocked with Refrigeration per Vanilla, G&K, and BNW. Currently work boats build Oil Wells when Biology is researched, despite them being invalid for water tiles.
Coastal oil is the unique resource which can be seen before the improvement for it is unlocked. Thus I suspect this is more complicated than simply changing some data files.
Missing unit ability • Roman legion fort construction
This is a unique ability for the legion unit and I would very much appreciate for it to be added in unciv
Instant "Razing city" on capturing should not annex the city. Strategic resources' number per tile should be vary, not fixed as 2.
I'm afraid they might not be Civ 5 Vanila feature. I cannot find whether they are GnK of BNW, and they are related to war and domination victory. Domination is meant to be difficult, but imao not this way.
Make peace with is in civ5 (it can be either a city state or civilization). Also appears in demands screen.
Missing feature: Map wraparound on east-west axis
The Marine unit is missing as well as the amphibious promotion and the attack penalty when crossing a river. The danish Berserk unit has this ability but not as promotion.
Another missing feature is the unit supply cap in Civ V vanilla.
For every unit you have over the supply cap, your production in all cities is penalized by 10%, up to a 70% penalty max.
The supply cap is calculated as described here: https://old.reddit.com/r/civ/comments/1lhvsd/supply_is_required_for_unit_maintenance_too_along/
Also, is there any reason the map sizes are much smaller than the Civ5 equivalents? For example, rectangular Large in Unciv is 66x43, but that's actually the Small size in regular Civ5: https://civilization.fandom.com/wiki/Map_(Civ5)
EDIT: answered elsewhere (performance on Android)
Citadel should connect the ressource they are built upon, as per Civ 5 (see https://civilization.fandom.com/wiki/Citadel_(Civ5)
Missing feature : Korean's Ability : Receive a tech boost each time a scientific building/Wonder is built in the Korean capital
when you click on the "pillage" button, let the game suggest what to pillage: an improvement or a road, and writes how much HP the unit will receive.
HP. let the game offer two options:
sense. this removes the bonus to the arrival speed of the opponent's support troops. this possibility is in Civ5.
3479
when you click on the "pillage" button, let the game suggest what to pillage: an improvement or a road, and writes how much HP the unit will receive.
HP. let the game offer two options:
* "pillage improvements +10HP" (or another in-game data); * "pillage road +0HP". and the player will choose what to do and in what order.
sense. this removes the bonus to the arrival speed of the opponent's support troops. this possibility is in Civ5.
This is wrong. You can not choose which improvement to pillage ((rail)roads are always pillaged last) and it always heals by 25 HP. It also provides some gold - it is random and I was unable to find the exact values, altho from my 100 pillages sample size it was always between 0 to 32 (regardless of era and game speed). Pillaging (rail)roads does not grant any gold and does not heal your units.
vanilla is able to pillage not only improvements, but also roads, and after that leaves unfinished improvements. UnCiv does not know how to pillage roads as well as can leave improvements unfinished (and still does not know how to leave unfinished/pillaged a road and an improvement on one tile at the same time #3463).
but Civ5 does not offer to choose what to pillage/repair in the first place. and I propose to make the dialog box as feature in UnCiv.
Missing feature: Map wraparound on east-west axis
Two thoughts on this:
Might I suggest this issue be pinned? I sought out the repo primarily to see the progress, I imagine others would as well. EDIT: thanks
I'm planning on taking a look at "Peace request, denunciation and friendship request quotes". Do we have an authoritative source for such quotes?
Nit: Petra appears to be a G&K wonder, maybe doesn't belong in this list
Citadels should be buildable just outside your borders but are not. The code snippet tile.neighbors.any { it.getOwner() == unit.civInfo }
in UnitActions.getImprovementConstructionActions()
should handle this but is trumped by getOwner() != civInfo && !improvement.hasUnique("Can be built outside your borders") -> false
in TileInfo.canBuildImprovement()
as the Citadel does not have that unique.
I'd PR this quickly but am unsure as to policy/approach: more hardcoding or less? Give the Citadel a new unique for this purpose? too late just did it (#3788)
Set whether to allow "player and AI" &&"player and player" to trade technology in the MOD "difficulty"
Add a building that can do this: When the production is completed in the city, the excess capacity will be used for the next project
Why a building tho? It is a standard feature of civ5. Here is how it works: if a city production exceeds production needed o build a thing, the leftover will be added to the next thing we want to built at the end of next turn. The leftover part can not exceed current production of a city. examples: city has 35 production and constructs a scout (25 production): 10 production will be added to next thing. city has +20% production bonus when building buildings, even if next thing on the list is an unit, the leftover production is still affected by the building bonus.
Also when you are training an unit and it is obsoletes, it is replaced with the upgrade in the queue and the production spend on that unit will be transfered. So let's say you are 20/40 building an archer, when you research Machinery you will have 20/120 crossbowman.
Anyway, production progress (and tech progress) should be shown, just like culture progress.
Swapping tiles between cities of the same empire? It is currently possible to work tiles owned by another city, but not to swap these to other cities. I am currently in a diplomatic position where I want to acquire a few tiles of a neighboring human player as a trade for me not going to war with them, and as this is in civ V we assumed it would also be possible in unciv, but sadly it is not. Our solution was to temporarliy hand over the city to me, so I can add the tiles to another city of mine, and then give back the city, but this is apparently not possible.
I'm absolutely sure that 'trading for tiles' was not in Civ V.
Swapping tiles between your own cities was defintely in Civ V
Swapping tiles between your own cities was defintely in Civ V
Yes. But your comment mentioned trading with another player as a feature of Civ V:
I want to acquire a few tiles of a neighboring human player as a trade for me not going to war with them, and as this is in civ V
Tile trading would be an incredibly complex UX problem to solve (which is probably why Civ V didn't even try). I don't even know what that interface would look like.
I might have worded that poorly. What i meant to say was that using this mechanic of trading tiles between your own cities that is available in civ V, it would be possible to simulate this transaction of tiles by temporarily trading a city between us. This was meant as an example for what would be possible using this mechanic that is currently impossible.
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,
City states