4b261a9257
* AutoPlay initial hack * Removed extra changes * Added canceling AutoPlay and its own button * Victory screen showing up stops AutoPlay * Removed AutomateTurn for the spectator * Right Clicking AutoPlay Button starts AutoPlay immediately * Renamed NextTurnMenu to AutoPlayMenu * AutoPlay can now only begin on the players turn * Added specific unit actions AutoPlay * AutoPlay stops on VictoryScreen and GreatPersonPickerScreen * AutoPlay now stops when loading a new game * Hovering the mouse over the AutoPlayStatusButton now stops AutoPlay * Removed temporary right click NextTurnButton functionality * Removed multi-turn AutoPlay from multiplayer games * Loading a multiplayer game now stops AutoPlay * AutoPlayStatusButton persists over reloading WorldScreen * Victory popup now stops autoplay * AutoPlay now automatically picks great person * Full AutoPlay now captures cities * Added settings.isAutoPlaying and fixed bug with closing game in the middle of AutoPlaying a turn * AutoPlay now correctly stops when a victory screen is shown * AutoPlay now automates city constructions without autoAssignCityProduction being on * Reordered NextTurnAction * Removed extra condition for displaying AutoPlay text on next turn button * Moved AutoPlay settings to new tab * Changed AutoPlay slider * Refactored Settings to have AutoPlay to be in a new subclass * Added an show AutoPlay button setting, commented out unimplemented settings * Opening the exit game window stops autoPlay * Made cyclopedia entry * Added translations * AutoPlayStatusButton now ends with a new line * Commented out extra code and removed extra import statements * Fixed UncivSlider Change * Fixed merge conflicts * Settlers no longer stuck in endless loops wanting to found cities on tiles they can't reach @tuvus * Support for Leader voices (#10395) * Prepare Leader Voices: Framework * Leader Voices: Hooks and corresponding text field comments * Leader Voices: wiki * Leader Voices: oops, comments * Decouple voice play calls to make global modification easier * Move voices to own folder and give them a separate volume setting * Oops, template needed too * Oops, wiki needed too * Resolved #10366 - City centers don't provide resources you don't have tech to extract * Add a TriggerUponDiscoveringTile unique type (#10523) * Add a TriggerUponDiscoveringTile unique type * Add a check for trigger presence * Add gain stat modified by speed and improvement speed by filter uniques (#10443) * Add gain stat modified by speed and improvement speed by filter uniques * Fix rulesets * Remove nonfunctional leftover resource text * Reword improvement unqiue as suggested * Add the SellBuilding Unique (#10514) * Restored the SellBuilding Unique * Rephrased SellBuilding unique * Version rollout (#10530) * Bump version and create initial changelog entry * Update Brazilian_Portuguese.properties (#10528) * Update French.properties (#10524) * Update Italian.properties (#10522) * Update Polish.properties (#10521) * Update Polish.properties * Added Fastlane_short_description * Update Malay.properties (#10520) Translated line 33 to line 325. Not at all finished. This time though I didn't mess up. --------- Co-authored-by: yairm210 <yairm210@users.noreply.github.com> Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com> Co-authored-by: Ouaz <Ouaz@users.noreply.github.com> Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com> Co-authored-by: Lesiakower <125187776+Lesiakower@users.noreply.github.com> Co-authored-by: Mikhail <151419244+MetaFBMI@users.noreply.github.com> * Better performance for 'best tile to found city' (minimized canReach calls) @tuvus * 4.9.0 * [Translation] Add back "general" unit types (#10526) * Add back "general" unit types These entries have been removed from translation files, making them untranslated in-game (in Civilopedia articles) * Revert changes in template.properties * Fix missing unit type translations Fix by @SomeTroglodyte * Changed some parts of GameSettings back to master. * Changed right clicking to call startAutoPlay instead of setting it itself * Fixed some !isHuman() conditions to also include full AutoPlay and refactored some other AutoPlay code --------- Co-authored-by: Yair Morgenstern <yairm210@hotmail.com> Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com> Co-authored-by: Sergey <serdav74@inbox.ru> Co-authored-by: SeventhM <127357473+SeventhM@users.noreply.github.com> Co-authored-by: PLynx <pawelrys2011@gmail.com> Co-authored-by: yairm210 <yairm210@users.noreply.github.com> Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com> Co-authored-by: Ouaz <Ouaz@users.noreply.github.com> Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com> Co-authored-by: Lesiakower <125187776+Lesiakower@users.noreply.github.com> Co-authored-by: Mikhail <151419244+MetaFBMI@users.noreply.github.com> |
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Unciv - Civ V remake for Android & Desktop
What is this?
An open source, mod-friendly Android and Desktop remake of Civ V, made with LibGDX
Is this any good?
Depends what you're looking for. If you're in the market for high-res graphics, amazing soundtracks, animations etc, I highly recommend Firaxis's Civ-V-like game, "Civilization V".
If you want a small, fast, moddable, FOSS, in-depth 4X that can still run on a potato, you've come to the right place :)
What's the roadmap?
In this order:
- Polish! As you may have noticed, Unciv is fully functional but rough around the edges. This means:
- UI+UX improvements (suggestions welcome!)
- Better automation, AI etc. in-game
- Finishing off Vanilla mechanics - mostly done!
- G&K mechanics - espionage, small other changes (see #4697)
- BNW mechanics - trade routes, world congress, etc.
Contributing
How can I help?
Programmers start here!
Translators start here!
Modders start here!
You can join us in any of the open issue, or work on improving anything you want - once you're finished, issue a pull request and it'll go into the next version!
If not, you can help by spreading the word - vote for Unciv where you can, mention it on Reddit or Twitter etc, and help us with new ideas of how to get the word out!
FAQ
How do I install?
- Android - Google Play or F-droid
- Windows/Linux - itch.io, Flatpak via Flathub, or AUR
- Raspberry Pi - Pi-apps
- MacOS - Install with this guide
- Jars, APKs and Windows/Linux builds also available in Releases (run jar with
java -jar Unciv.jar
) - not recommended since we update frequently and you will quickly become out-of-date - Build from scratch if that's your thing
How about IOS?
I'm not planning on it. It means paying money to Apple, yet another release path, and since I don't have an IOS device it means I can't test it properly.
Steam release?
Steam has decided that they don't want to host Unciv, they probably don't want to risk legal issues with Firaxis (although those should be non-existent, see below)
Will you implement {feature}?
If it's in the original Civ V, then yes!
There's a lot left to implement, so it's hard to give an estimation of when exactly each feature will be added, but we're constantly improving!
If not, then the feature won't be added until we've finished all the features from the original Civ - as mentioned, this will take a while!
Why not? This is its own game, why not add features that weren't in Civ V?
Having a clear vision is important for actually getting things done.
Anyone can make a suggestion. Not all are good, viable, or simple. Not many can actually implement stuff.
As an open source project, this stuff is done in our spare time, of which there isn't much.
We need a clear-cut criteria to decide what to work on and what not to work on.
Will you implement Civ VI?
Considering how long it took to get this far, no.
How can I learn to play? Where's the wiki?
All the tutorial information is available in-game at menu > civilopedia > tutorials
All the information is included in the amazing Civ V wiki
Since this is a Civ V clone, you can search Google for how to play Civ V and there are loads of answers =)
Alternatively, you could join us on Discord and ask there =D
Aren't you basically making a Civ V clone? Is that even legal?
This is a subject that I've heard a lot of hearsay on but no solid sources of law.
From what I gather, it is illegal:
- To use the Civilization name
- To impersonate the Civ games (so calling yourself civi|zation with a similar logo, for instance)
- To use any assets from the original game (images, sound etc) - they belong to Firaxis
From what I understand, intellectual property rights apply to names, characters and settings. They do not apply to mechanics - as I'm sure you know, there are a billion Flappy Bird knockoffs
If anyone has any real legal sources, or can shed some light on the limits of what is and is not allowed, I'd be happy to hear!
Run with Docker
If you have docker compose installed:
$ docker compose build && docker compose up
and then goto http://localhost:6901/vnc.html?password=headless
If just docker:
$ docker build . -t unciv && docker run -d -p 6901:6901 -p 5901:5901 unciv
Or just use our already built one:
$ docker run -d -p 6901:6901 -p 5901:5901 ghcr.io/yairm210/unciv
and then goto http://localhost:6901/vnc.html?password=headless