FWIW, and I'm sure a bunch of people would hate it, seems like a dash of AI art tools could go REAL far here.
I actually like the art a lot. I don’t have any interest in playing the new official Civ games. The fancy graphics don’t do anything at all for me. They consume system resources and just end up being a distraction and a source of slowdown. I’d much rather have a strategy game with a really nice, clean, polished UI and simple, legible graphics!
Unciv
81–90 of 138 posts
Re: Unciv
#82Earlier quoted context omitted.
My guess is, as is, they would be able to play, but not be very good. The main issue I see is the spatial component is hard to describe in text. The new vision models make it easier, but still I imagine it's not trivial to integrate all the mechanics plus the spatial component on the limited prompt space. I do think that 1) combining with the hand crafted AI and 2) having an "LLM advisors" system where for a given as…
>spatial component is hard to describe in text Idefics, mingpt4, Next-GPT and LLava are open source multimodal LLMs that can read images.
Re: Unciv
#83I really want to power civ AIs with LLMs for immersion and better play. I looked at freeciv and the code was unwieldly. Maybe unciv is easier to tamper with!
That would be really interesting. Would the LLMs actually know how to play the game well though? It’s an extremely complicated game with tons of hidden information. It’s way more difficult than chess or poker or diplomacy for that matter!
Re: Unciv
#84Earlier quoted context omitted.
http://nobsgames.stavros.io/
I think this website misclassifies a few games. For example in Bastion (iOS) only the beginning can be paid for free. The rest of the game is unlocked via a one-time payment. However the website says that the one-time purchase removes ads/annoyances.
Is that a typo, or an apt description of a lot of 'free to play' games?
Re: Unciv
#85While it is an amazing project, I can't wonder about the appeal of civ games themselves. To me they are a mess, the mid to late game itself is chaotic chore of micromanaging large number of units.
I like the earlier Civ games, up to around version 4 for this reason. Less complexity and micromanagement.
The greater relative cost and lower number of both cities and units means that to me there seem to be a smaller number of things to micromanage in Civ 5. Units embarking themselves means you don't have to herd them into transports.
The lack of unit stacking and the inability to move any units together automatically (even the ones that do stack) does cause quite a bit of micromanagement, though, so that's true.
Re: Unciv
#86Re: Unciv
#87Along with shattered pixel dungeon, this is one of the only worthwile games on Android I've found. They don't call home, they don't push ads, they don't spy on you, they're just good games, well implemented and open source.
They're open-source, simple, quick games.
Re: Unciv
#88Earlier quoted context omitted.
I think this website misclassifies a few games. For example in Bastion (iOS) only the beginning can be paid for free. The rest of the game is unlocked via a one-time payment. However the website says that the one-time purchase removes ads/annoyances.
>paid for free Is that a typo, or an apt description of a lot of 'free to play' games?
Re: Unciv
#89Along with shattered pixel dungeon, this is one of the only worthwile games on Android I've found. They don't call home, they don't push ads, they don't spy on you, they're just good games, well implemented and open source.
Re: Unciv
#90Earlier quoted context omitted.
How has the Civ gameplay changed since the 1990s?
Significantly. Hexes, districts, no unit stacking, resource stockpiles, religion, loyalty. Just some of the new concepts and mechanics in more recent civ games that 1, 2 or 3 didn't have.
Diplomacy in the newer games has a lot more freedom and variety in terms of the deals you can make, what you can trade for what with the AI, etc., but you can't directly exchange technologies any more. (At least not in Civ V.)
In Civ I and II, caravans and diplomats/spies used to be units you moved around the map manually. Then there's the whole city states thing since Civ V (I think), strategic resources that are required for particular units or buildings, significant changes in how happiness/approval is managed, as well as several victory types apart from conquest and space race.
In 90's Civ games (except for SMAC) all the civilizations were also essentially identical in terms of gameplay, except for AI leader parameters and diplomatic stances. Newer games in the series have more differences between civilizations in terms of strategy, at least in theory.
Basically, the core idea is still the same but the details and many individual mechanics have changed a lot.