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Missing features from Civ V - G&K #4697

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65 of 80 tasks
xlenstra opened this issue Jul 31, 2021 · 98 comments
Open
65 of 80 tasks

Missing features from Civ V - G&K #4697

xlenstra opened this issue Jul 31, 2021 · 98 comments

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@xlenstra
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xlenstra commented Jul 31, 2021

This issue is meant as a collection of all G&K features that have not yet been implemented, but we are planning to implement. If you know such a feature that is not listed below, please comment on this thread, and we'll add it to the list.

The old version of this issue can be found as #663, but it contains lots of discussion on issues that have long been solved, cluttering up the issue. Furthermore, multiple new issues have been posted there, but have not been added to the original post. This new issue is meant as a clean slate, including all the open issues from the old version, but leaving all finished baggage behind.

Major things:

Units:

  • Ranged units may capture civilian units instead of destroying them by moving to their tile
  • Capturing civilian units should not cost an attack
  • Great people (except great prophets) & work-boats should be destroyed on capture
  • Supply cap
  • Pillaging of roads when the improvement is already pillaged
  • You should not be able to pillage your own tiles
  • Pillaging should give gold, based on the improvement pillaged different amounts of gold are plundered
  • Barbarians can capture workers/settlers and escort them to encampments. From there they can be liberated, even to other civs. If not liberated, settlers turn into workers upon recapture by a different civ.
  • Spawning of barbarian encampments and units in them has other rates in the base game
  • Embarked units should be on a different layer than military and civilian water units. Embarked military and civilian units should be on the same layer.
  • Embarked units (except for marines) should have -1 vision
  • Spaceship parts should be units, that are added to the spaceship by using an action in the capital
  • 'Build road to' action for workers
  • 'Remove [feature] and build improvement' action for workers
  • Helicopter Gunship has its own unit type: Helicopter (part of greater overhaul of unit types)
  • Scouts upgraded through ancient ruins to archers keep the 'no terrain cost' unique (turn it into a promotion)
  • Guided missiles should not cost maintenance
  • Great Admiral

Combat:

  • Air Sweep action for fighters
  • Dogfighting promotion
  • Aircraft take damage when attacking
  • Submarines should no longer be invisible to enemy civs when there is one of their units next to it
  • The +Strength% vs City uniques of most siege units should only be offensive (see Couple of "Issues" #3506)
  • Land melee units should not able to capture civilian or attack military units in water and vise versa.
  • Cities should still inflict damage when attacked at 0 hp
  • Melee units should enter a city upon capture
  • If you recapture your capital, it should become your capital again
  • Capturing cities destroys all culture & military buildings in them; other building have a 34% chance of being destroyed
  • Recaptured cities should be able to bombard immediately
  • Barbarians should not be able to fortify or heal (see Couple of "Issues" #3506)
  • Anti-air should deal extra damage to helicopter units
  • Accuaracy, Barage (and probably more) should only take effect when attacking (see Promotion bugs #4508)
  • When defending from a ranged attack, ranged strength should be used (if available) (see Ranged Combat Defend with Ranged #6563)

Diplomacy:

  • Unique quotes for Denouncing
  • Unique quotes for Peace Requests
  • Unique quotes for Friendship Requests
  • A civ can ask another civ to make peace with a third civ
  • Enable entering of custom amounts of gold in trade deals
  • Remove introducing other empires in trading
  • You should not be able to trade away resources gained from trading and/or city-states
  • Many things noted in Implementation of Diplomacy #4674
  • The owner of the UN gets a free vote in all elections

Civs:

  • The Celts (reiligion)
  • The Maya
  • Carthage
  • Byzantium (reiligion)
  • Austria
  • Ethiopia

Cities:

  • "Hail The King Day" after acquiring a certain resource for a city
  • CN-Tower should provide a free broadcast tower in all cities of the owner of the CN-Tower, so that might change if the city containing it is captured/sold
  • Border expansion should avoid going into rougher terrain when more open terrain is available - won't add.
  • Cities on different landmasses can be settled one tile closer together
  • Cities on hills should only cost 1 movement to enter
  • Recycling Center
  • Annexed cities provide a higher base unhappiness
  • Automatic reassignment of population after each turn, with possibly user-set resource focuses (City Production Focus (UI) #6144)

Other:

  • Zone of Control - Zone of Control #4085
  • Oil wells should be named offshore platforms when built on water
  • Strategic resources give 2-6 copies of the resource instead of 2 (exact amounts depend on resource) (see Couple of "Issues" #3506)
  • Unhappiness effects, such as production debuffs and barbarian units spawning (see Couple of "Issues" #3506)
  • Each major civ receives 3 copies of luxury near its starting location (see Couple of "Issues" #3506)
  • Great Person points should be generated per city instead of empirewide (part of greater overhaul of great persons) (see Couple of "Issues" #3506)
  • Hills shouldn't give an extra vision bonus
  • Forests and jungles should block the view of hills but not of mountains
  • Hills, Mountains and most natural wonders may be seen from 1 tile further away than most units can see
  • Multiple civs may play together in a team
  • Completing policy branches give leaders titles
  • Notification log
  • If a multi-turn move of a unit finishes after pressing 'next turn', you should regain control of your turn to further instruct this unit
  • G&K luxuries: Citrus, Crabs, Copper, Truffles, Salt
  • G&K natural wonders: Mt. Kailash, Mt. Sinai, Sri Pada, Uluru, Mt. Fuji
  • Wonders providing happiness do so when it is in your border, not necessarily when worked
  • Starting in later era's also slightly decreases tech costs, border culture expansion, tile improvement building time, and a few other things (check game XML files)
  • On larger maps, there are more natural wonders
  • On larger maps, unhappiness from the amount of (annexed) cities is slightly decreased
  • Replay of the borders of each empire after game end
@ajustsomebody
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ajustsomebody commented Jul 31, 2021

this is an absolutely great thread! by any chance you can also link my implementation of diplomacy todo issue?

also please add mountains being able to be seen from away due to height of it
like f-fog m-mountain p-plain x-player

ffffffffffffffff
ffffffffmffffff
ffffffffffffffff
pppppppppp
pppxpppppp

@ravignir
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Submarines are visible to and can be attacked by enemy units directly next to them

Rather: They are visible to units next to them and can be attacked when visible

@yairm210 yairm210 pinned this issue Jul 31, 2021
@xlenstra xlenstra changed the title Updated version of list of missing features from Civ V Missing features from Civ V Jul 31, 2021
@SomeTroglodyte
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Regarding Celts: #4658 only lacked an acceptable implementation of combining positive and negative subfilters into a tileFilter for "unimproved Forest" - I'd like a vision on how to elegantly do that

@xlenstra
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xlenstra commented Aug 1, 2021

My first idea would be allowing combined filters for tiles as was already done for baseUnits, and then add 'unimproved' as a filter in tileInfo.matchesFilter, which is only true when improvement == null, so you can have something like:
"[+1 Faith] from every [City center] adjacent to at least [1] [{unimproved} {Forest}] tiles [in all cities]"

Alternatively, you can do something like "[+1 Faith] from every [City center] adjacent to at least [1] [Forest] tiles without [improvements] [in all cities]", which would require adding "improvement" and "improvements" in improvement.matchesFilter, but is also more moddable, allowing things like "[+2 Food] from every [Forest] adjacent to at least [2] [Forest] tiles without [lumber mill] [in this city]" or something.

@SomeTroglodyte
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SomeTroglodyte commented Aug 1, 2021

You got "and" logic through for unitFilters? My input for logic in tileFilters was summarily rejected back then when I wanted that alien mod improvement to be allowed on any tundra including hill or forest but not other hills or forest - in one unique.

And - oops - that kind of discussion does not belong here. Even the closed 4658 would be the better place. I just wanted that line marked as half-done or something.

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.
@ajustsomebody
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ajustsomebody commented Aug 3, 2021

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.

you should be able to get a random ancient era tech from ruins, you only get ones that you can currently research ( u cnat get calendar without pottery)

barbarian activity spoiled from ancient ruins

all of the bonuses should be adjusted for game speed except for gold

add these too please

@ravignir
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ravignir commented Aug 5, 2021

Some of these things may be easily crossed out of the list:

  • Hills providing sight bonuses (just json)
  • Great person being uncapturable (just json)
  • G&K luxuries (i will do it, json + images)

Barbs not healing is already implemented i think (unless they pillage). Do they gain promotions?

Capturing cities destroys all culture buildings in them, and has a chance of destroying additional buildings

I found info on that in civilopedia, it appears that all culture buildings are destroyed, all military buildings are destroyed (barracks etc), all national wonders are destroyed and any other building has 34% chance of being destroyed.

Things to include on the list:

  • city always has full combat strength (even if it has 0 hp).
  • capturing civilians should not count as an attack (multiple civilians can be captured by a single unit in one turn) and you should capture a civilian when your units move into tile occupied by one (meaning melee unit destroying a military unit protecting a worker, thus moving into its tile, should capture the worker).
  • melee unit should enter the city they capture.
  • work boats should not be capturable.
  • replay functionality; graphs; map timelapse; game log.

@ajustsomebody
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Question: are tiles just at the ends of rivers considered next to river in civ5?
as an example:
20210807_144941.jpg

@SomeTroglodyte
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You've circled 6 tiles - 4x yes, 2x no

@ajustsomebody
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You've circled 6 tiles - 4x yes, 2x no

i dont mean the ones that are directly water tiles, i mean the one with worker and one with hill forest

@ravignir
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ravignir commented Aug 7, 2021

Question: are tiles just at the ends of rivers considered next to river in civ5?
as an example:
20210807_144941.jpg

nope

@ajustsomebody
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@xlenstra one thing i wanna add, the happiness from wonders sometimes needs to be worked, it is different per wonder and sometimes it being in your Territory is enough

@xlenstra
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xlenstra commented Aug 7, 2021

@xlenstra one thing i wanna add, the happiness from wonders sometimes needs to be worked, it is different per wonder and sometimes it being in your Territory is enough

Already on the list

@ajustsomebody
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ajustsomebody commented Aug 7, 2021

can you please add the table at the bottom of this link https://civilization.fandom.com/wiki/Map_(Civ5) to the list? especially the natural wonder one is not implemented

@ajustsomebody
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ajustsomebody commented Aug 9, 2021

can you add production food science culture output aimed city population assignation to the list? also the cities dont update their assigned population when tile yields change or territory changes (u can improve a farm on a grassland but the game wont move the populstion assigned to s plain grassland to that farm)

avdstaaij added a commit to avdstaaij/Unciv that referenced this issue Aug 11, 2021
yairm210 pushed a commit that referenced this issue Aug 13, 2021
* Renamed and added doc comments for some some can-pass-through functions

* Moved a city-state pass-through exception to a lower-level function

Moved the exception that players (but not AI) can always pass through
city-states from TileInfo.canCivPassThrough to
CivilizationInfo.canPassThroughTiles (which is called by the former).
This makes the behavior of the latter function accurate to its name, and
makes the code more understandable overall.

A side-effect of this change is that functions that used the lower-level
CivilizationInfo.canPassThroughTiles function directly now consider the
aforementioned exception. For example, if a city-state expands its
border, it should now no longer push out units of a player civilization.

It may make even more sense to move the exception to the "canMoveTo"
logic, since AI should probably be able to pass through city-state tiles
even when they don't want to end on them. That might however affect the
AI more significantly.

* Fixed bug where units would not enter a city upon capture

As listed in #4697.

* Fixed a bug where captured units were pushed out of captured cities

Before, capturing a city with a civilian unit in it would cause the
capturing military unit to enter the city but also cause the civilian
unit to leave the city. Now, the civilian unit stays in the city as
well.
@avdstaaij
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According to the wiki, anti-air units and fighters should deal increased damage against Helicopter Gunships.

Anti-air units in particular currently don't do this in Unciv because Helicopter Gunships are implemented as land units and do therefore not match the "air units" unitFilter used in the "+[amount]% Strength vs [air units]" unique. The original game uses the "Bonus vs Aircraft/Helicopters (150)" and "Bonus vs Bomber Units/Helicopters (150)" formulations, but singling out Helicopters is not very modular. Anti-air units and bombers should probably deal increased damage against all free-moving air units, in case mods add more of them. Perhaps we could add a new "hovering" movement type for such units.

@xlenstra
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According to the wiki, anti-air units and fighters should deal increased damage against Helicopter Gunships.

Anti-air units in particular currently don't do this in Unciv because Helicopter Gunships are implemented as land units and do therefore not match the "air units" unitFilter used in the "+[amount]% Strength vs [air units]" unique. The original game uses the "Bonus vs Aircraft/Helicopters (150)" and "Bonus vs Bomber Units/Helicopters (150)" formulations, but singling out Helicopters is not very modular. Anti-air units and bombers should probably deal increased damage against all free-moving air units, in case mods add more of them. Perhaps we could add a new "hovering" movement type for such units.

Helicopter is already a unit type, so I don't feel a specific need for a 'hovering' movement type, especially as it is basically the same as land units in all circumstances (except when you want to make it enter coast tiles without embarking, which was kind of in civ V, but that seems more trouble than its worth). I was already planning on at some point adding Strength bonus vs that unit type to those anti-air units anyway, and I feel like that ought to be fine modularity-wise.

@SeventhM SeventhM mentioned this issue Oct 20, 2024
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@SHypoleac
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I played an quite interesting game recently and have some observations I wanted to share.
The first issue that seems to be unbalanced is the gold income, or its value, in the later stages of the game.
toorich

Here, I didn't have any trade outposts or other upgrades for gold, but the trade routes alone(which are based only on building a road) are enough to maintain entire cities and buy some luxuries. On top of that, every field next to a river gives me some gold.
anytraderoutesdraw

What else? The cost of upgrading units is funny low, admittedly I have Pentagon(Wonder) and all the Honor Policy here, but still.... 40 gold?! Seriously?
upgrade40gold

I'll leave aside here the impossibility of upgrading a battleship to a missile cruiser (I checked it on the original civilopedia and it is indeed so). Strange, but maybe they would be a bit overpowered. Let's leave it at that.
battleship
missile

Another thing is reanimations of extinct civilizations. Due to the fact that they are not developing in any way at this time, they are doomed to die out quickly. Shouldn't they be upgraded a bit to at least get a little closer to common standards?
ReanimationFailed

Next time I'll try on higher difficulty level, maybe the gameplay will remain challenging longer

@foolishgrunt
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These comments seem to be misplaced, as this thread is meant to track which features from G&K have not yet been implemented - not which aspects could stand to be improved upon. (All of what you've described matches the behavior from Civ 5.)

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