
* Start on road connect feature. * Rough UI and tile highlighting - Highlight visible tiles for selected unit red -- Maybe change this to all explored tiles - Move action firing inside WorldMapHolder - Set begin and end tiles * Serialize Vector2 instead of Tile * Add road icon * Much better UI handling - Tile highlights go away after choosing a tile - Added restrictions to allowed tile destination choices. - Explored - Land - Passable - Added two-tap button * Refactor part of `onTileClicked` for readability * Band-aid fix null pointer error * Add RoadConnection icon * Tentatively working connect road feature * AStar search implementation * AStar connect road automation * Fix worker getting stuck in city tiles * Heuristic should be between tiles * Add heuristic to road connect, remove maxSize limit * Fix predicates * Cancel automation when worker is force moved off path * Change valid/highlighted tiles to be friendly or neutral * Put log back the way it was * Fix behavior when kicked off path * Worker no longer wastes movement points * Workers will progress multiple tiles at a time towards the next build destination. * Respect civs with certain tiles as roads * Refractor ForceAutomateRoadConnection -> AutomateRoadConnection * Connect road UI button only shows for units with UniqueType.BuildImprovements * Connect road UI button only show when road tech is unlocked * Add wagon sound * Fix destination icon, add KeyboardBinding to 'c' * UI highlight connect road path tiles orange * Downsample wagon.mp3 * Apply migration patch, idiomatic sequence processing * Add notifications on success and failure * Extract movement cost function to be reusable * Refactor road pathfinding into MapPathing.kt * Make pathing calls more general for future extendability * Add UI road connection tile path preview * Keep road path highlighting when routing to a city tile * Adjust road pathing cost function * Path includes pillaged roads * Repair pillaged roads along path * Valid road path tiles now include all passable tiles (open borders)
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!
If not, then the feature won't be added to the base game - possibly it will be added as a way to mod the game, which is constantly expanding
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