The History Of FreeCiv
dizzyPhoenix writes: "O'reilly net is running an article on FreeCiv and how the game came about." As is often true on O'Reillynet, the article's well-thought and interesting reading.
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The game's "wish list" includes "better art."
When are people going to learn that it's not art that makes the game? And sometimes it's what slows down the game? Freeciv is a marvelous program with art comparable to Civ2. Why do we need better?
Is it because we've become too eyecandyish of a gaming society?
-Chardish
I recently bought Civ3 but I still find myself playing freeciv as much if not more. Civ3 is a "pretty" game as far as graphics go (with the animations and all, though I still have a hard time distiniguishing gold from barbarian villages and a few other nuances) and there's been some nice improvements strategy wise. OTOH, Civ3 has evolved into "Civ for the masses" and to me thus far, there seems to be less variation in strategy (Age of Empires style tech tree, corruption, unforgivable bugs like tech trade exploits, air superiority bugs, etc. ...).
Anyway, here is a list of reasons why I'm still playing freeciv over civ3.
If I had the time, I would love to contribute to the freeciv project (I don't know current state of developers - I know that it is a dynamic deal, with new developers joining and old ones departing ), so I'm not sure if there is enough dedicated enthusiasm for development of a civ3 ruleset and/or revising the AI.
AZspot
Freeciv was the project to teach me how free-software development works, especially in a quite complex piece of software.
:-)
I remember playing Freeciv about three or four years ago: the client was based on libXaw, which is far from the GTK+ eye candy, and the AI was uncomparable to what it is today (yet still being improved). It even crashed and behaved obscurily. Since there wasn't any game of this kind running on GNU/Linux, I gave it a try. Nonetheless it was fun to play, and I was really happy when I won in a 100x60 map against three AI players for the first time, after playing for two weekends.
Some time later, the client has been ported to GTK+, matching my desktop theme and looking like most other applications. The AI became better (and harder to beat, as it behaved differently after a major upgrade), worklists and some other useful stuff went in. Freeciv got the space race and finally the isometric tiles.
The special fun on Freeciv is seeing it evolving over several years, getting a new version and see the differences, following the discussions on the developer mailinglist, even just "playing Lego" in single player mode with a 200x100 map is really fascinating.
It is rather wrong comparing Freeciv to any closed-source Civilization-like game, as most of the fun with Freeciv isn't available on proprietary games. If all you want is eye-candy, go with one of the eat-or-die Civ* variants. If you want to be in between the "making of" a great, complex and fascinating game, you're welcome to give it a try.
Be this as it may, Civilization II Multiplayer Gold Edition also featured trading cities for technology, and Sid Meier's Alpha Centauri featured production queues. These ideas are nothing new.
No statement is true, not even this one.
This complaint is valid not just for FreeCiv, but most Open Source software in general. For all the snickering the OSS crowd does when Microsoft talks about innovation, what exactly has Open Source done in the past 10 years or so that is really original?
I really do support the concepts of OSS in theory, but over the years I've come to see that the vast majority of Open Source projects are poorly implemented, perpetually three-steps-behind, clones of closed source projects.
Mailing lists. Almost all free software projects revolve around their mailing lists, just join, lurk for a while (listen to the tone, learn the basics) and then start producing sounds.
A thing to consider is that free software projects do not usually have any real management, and posts like "I am really good, how do I join?" or other attempts to offer your services will often be ignored or given a very lukewarm response. In a free software project you need to be self managed, and the only thing that will buy you status in the project is work. So simply start off by finding a set of sounds that are not very good, make new ones, put them on the web, and post about it to the mailing list. If people see that you are actually producing results on your own, you will get accepted very fast.
... is that is open source.
What really annoyed me about Civ/Civ II was the fact that the nations's cities lists were SMALL (20 names or less) - considering that I like to build large empires (and that I have the nasty habit of renamig the cities I conquer), it was really annoying to have to think of a new name each time. Even nations (my favorite being Spain) with lots of cities available in any decent map were prone to this problem.
In Freeciv, nation rulesets are as open as the source code. So I made LARGE lists of cities for several of my favorite nations (the spanish ruleset's list has 200 entries, thanks to several days worth of work), and now I play happily.
"Trust me - I know what I'm doing."
- Sledge Hammer