![]() The best part? No matter what, you can play both against the AI and against your friends over the Internet.įreeciv is an excellent turn-based strategy game and a true love letter to video games. On the other hand, there are also the standard games, in which you play on a procedurally generated map against however many opponents you want. On one hand, there are the scenarios, which are games created by the community in which you play on certain maps (Japan, United States, Europe, Earth) with a specific number of opponents. One of the most notable aspects of Freeciv is the large number of customization options available when creating a new game. That said, anyone who has ever played a Civilization game can see that the game is indeed very similar, and the general mechanics are almost identical to any game in Sid Meier's franchise. For this reason, the game not only has a good tutorial, in which you can learn the basics of the game, but it also has a Wiki with several official manuals depending on the rules you're playing with. The learning curve for the vast majority of 4X (the strategy subgenre to which Freeciv belongs) is usually quite high. But how do you win the game? That's easy: you can either annihilate the rest of the civilizations or build a spaceship to reach Alpha Centauri. New games start in 4000 BC by default, with just one settler and one explorer it's up to you to guide your civilization through the years, centuries, and millennia on your quest to become a dominant world power that's capable of winning the game. The gameplay in Freeciv is very similar to that of the aforementioned Civilization 2, although with some additions and tweaks inspired by the third installment, as well. ![]() Players can play both offline against the artificial intelligence in games that can last for hours, or online against more than 100 human players from all over the world. Nice work.Freeciv is a free and open source turn-based strategy game that's openly inspired by the Civilization saga or, more specifically, the second and third installments of the franchise. The game seems to work very well, for the most part, and I didn't encounter any actual bugs. The biggest issues are speed-related, but I haven't looked at the code enough to have any input on that subject. The mini-map took about three seconds to update when switching units. That really threw me off because it looked like my unit was selected but I couldn't do anything until I clicked on it. Things like the cursor changing when over a unit, or a selected unit having a slightly different ring than a unit whose turn it is. game-related, but not gameplay-related) so I naturally ignored it when actually playing. I think it's because everything outside of the main game window feels like "meta" stuff (ie. I found that the "Turn Done" button didn't stand out enough. It settles on the right path once I stop, though. ![]() Is there a chance your pathfinding code is checking too many spots at once? -Also related to pathfinding, the line is often calculated in the wrong direction as I move my mouse. ![]() Considering I was only pointing at a spot three spaces away, I wouldn't have expected it to be so slow. Pathfinding seems really slow, so that as I move my cursor around the line between unit and destination is often calculating an old path when I've already pointed to a new place. I've only tried it briefly, so I don't have a lot of comments yet. ![]()
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