I looked over the code for it, because earlier this year I was trying to make a turn based game that merged the gameplay of Imperialism II with the production tree depth of Factorio while having unique little sim like creature with traits that could be bred and inherited and so anytime I can learn something about how to structure code for TBS I'm pretty interested.
Anyhow: it looks pretty incomplete for example here is the GAME.playTurn() function:
GAME.playTurn = function () {
// 0. AUTOSAVE
// TODO
// 1. START OF TURN
// TODO
// 2. TRADE
// TODO
// 3. CITY MANAGEMENT
// TODO
// 4. MOVEMENT
// TODO
// 5. RESEARCH
// TODO
};
So I am not sure that `npx serve` will work and do anything meaningful, or if maybe the logic is in different file / branch.
That sounds like an awesome game - do you have any interesting links for how to structure TBS games? It's something I've always played around with but never feel I managed to get a decent design
My opinion is that this is best Civ-themed HackerNews comment ever written so far and I would gladly argument it by saying the quoting Gandhi as an ironically peaceful opinionist is very ironic indeed. ICBM.
Today I learned that Gandhi destroys the world because of an integer overflow!
"In the earlier Civs, leaders are given a set of attributes that dictate their behavior. One such attribute is a number scale associated with aggressiveness. Gandhi was given the lowest number possible, a rating of 1. However, when a civilization adopted democracy, it granted a civilization -2 to opponent aggression levels. This sent Gandhi’s rating of 1 into the negative, which swung it back around to 255 — the highest possible rating available, and thus, the infamous warmonger Gandhi was born." [1]
I wonder how the front page rankings would differ if Hacker News (secretly?) only counted upvotes if the user actually clicked the article link (or at least loaded the comments thread and read for X minutes) before voting.
The real question is whether the game will accurately reproduce Gandhi's bugged behavior[0] causing him to be super aggressive, or if the JS version will "fix" it.
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[ 2.5 ms ] story [ 92.7 ms ] threadAnyhow: it looks pretty incomplete for example here is the GAME.playTurn() function:
So I am not sure that `npx serve` will work and do anything meaningful, or if maybe the logic is in different file / branch."I think it would be a very good idea"
- Gandhi, possibly
She was displeased, to say the least.
My quip was accidentally genius!
“What do you think of...”
We have decided to rid the world of your worthless civilization. Prepare for WAR!
- Gandhi, every damn time
this, at least, shouldn't be a problem in relatively civilized js.
"In the earlier Civs, leaders are given a set of attributes that dictate their behavior. One such attribute is a number scale associated with aggressiveness. Gandhi was given the lowest number possible, a rating of 1. However, when a civilization adopted democracy, it granted a civilization -2 to opponent aggression levels. This sent Gandhi’s rating of 1 into the negative, which swung it back around to 255 — the highest possible rating available, and thus, the infamous warmonger Gandhi was born." [1]
[1] https://www.geek.com/games/why-gandhi-is-always-a-warmongeri...
Screenshot: https://cdn.pbrd.co/images/HBqxLGp.png
[0]https://kotaku.com/why-gandhi-is-such-an-asshole-in-civiliza...
At the end of a turn, the only thing that happens is that units are healed (gold, science, production aren't implemented yet):
https://github.com/Venerons/CivJS/blob/master/js/game.js#L17...
There's no AI or anything like that implemented just yet.