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I couldn't find a section for other games, so I'm posting here. Fellow gamers, does anyone play Civilization? The question is this: there's a person who's making an online version of the game. The design is currently quite awful, and it's a bit difficult to figure out at first. But there's huge progress in the fact that it's not the usual kind of game like Travian, which focuses on min-maxing and mindless gameplay. I'm going to help this guy with writing texts and developing the game mechanics. If you also want to join, and especially if you can help with the design content, we'll be very happy. Reply in this thread or message me on ICQ, Skype, or PM. Here's his post on the Civilization website, which also has a link to the game (it's still very rough) - http://www.civfanatics.ru/threads/9774-%D0...%BD%D0%B8%D1%8F
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Description of the very first beta:

The game is located at: http://yourciv.ru Forums - http://forum.df2.ru/index.php?showforum=145, the main developers' forum, and http://www.civfanatics.ru/forums/215-%D0%A2%D0%B2%D0%BE%D1%8F-%D0%A6%D0%B8%D0%B2%D0%B8%D0%BB%D0%B8%D0%B7%D0%B0%D1%86%D0%B8%D1%8F - the discussion forum.

The main goal is to develop your civilization so that it ranks highest in the ratings, of which there are currently many, and each player chooses for themselves which ratings they personally find more interesting, and consequently, which ones they want to put more effort into climbing.

Why real-time?
Real-time is the most convenient game mode for multiple players. In real-time mode, a player plays when they can and as much as they can. To ensure that those who spend a lot of time in the game do not gain a fundamental advantage over players who do not have such an opportunity, many features to ease micromanagement will be implemented in future versions. The beginnings of this have already been created in the form of building and unit training queues, as well as the ability to create long-term transport routes moving resources from one city to another. There are also plenty of other ideas to reduce the need for constant presence in the game without losing management efficiency, such as industrial production and warrior training task queues, long-term trade agreements, caravan routes, etc.
Currently, there is one single game session for everyone, but other sessions can be created with separate maps, and this session can be supplemented with new continents with the possibility of adding newcomers to them.

Armies
Creating troops in Civilization Online is a complex but interesting process because there are no ready-made warrior types in Civilization Online; instead, every player can create their own warrior template that they consider most optimal for the tasks the player sets for that warrior.
Warrior diversity is created by the ability to give them various types of weapons, armor, gear, and ammunition, as well as animals and/or a wagon (creating, for example, an analog of an ancient war chariot with archers, spear-throwers, and javelin-throwers in horse-drawn wagons).
Ready-made warriors, after being trained in barracks and training grounds, can form Military Units of different levels (there are 7 levels) under the command of appropriate commanders.

Economy
The civilization's economy is created in settlements (S), there are seven types: 6 specialized and one universal—the city, in which everything that can be done in each specialized settlement can be done, and it even has things that only a city can create.
The peculiarity of economic development in Civilization Online is that every settlement has a buildable area, and every building has a footprint, and the total area of buildings constructed in a settlement cannot exceed the settlement's area.
The size of a settlement increases when the level of the Administrative building constructed in it increases. Resources in Civilization Online are also gathered by buildings constructed in the settlement; only resources present on the tile where the settlement is located can be gathered. Currently, 4 types of basic resources are implemented (food, clay, wood, stone). Basic resources are needed for building construction and for the production of ordinary weaponry; strategic resources, of which there are 10 types, are needed for the production of advanced, improved weaponry.
Unlike basic resources, which are either present in every tile (food and clay) or on tiles with specific landscape types (wood can be gathered in forests, jungles, wooded hills, and swamps; stone can be gathered in mountains, hills, and wooded hills), strategic resources are not tied to the terrain type but are placed randomly and very rarely. Whether a tile contains a strategic resource can only be discovered through geological exploration conducted by a special unit—the Geologist.
Besides basic and strategic resources, there are also resources for consumption by the working population; these are called consumer resources, and there are 8 types: honey, fruits, berries, etc.
Every hundred workers consume one unit of a consumer resource per hour. The larger the area of the settlement (i.e., the higher the level of the Administrative building in the settlement), the more types of consumer resources are required. Each consumer resource is gathered only on a specific landscape (honey—on a meadow, fruits—in the forest, etc.).
There are landscapes where no consumer resources are gathered at all, and there are others, such as desert and tundra, where two types of consumer resources are gathered.

Special Units
In addition to the aforementioned geologist special unit, the game has other units: settlement founders, of which there are 7 types, each founding a specific corresponding settlement. There is also a road builder, a preacher, and military commanders.
The road builder constructs a road—an out-of-city structure that facilitates troop movement through impassable terrain or speeds up movement through passable terrain.
The preacher organizes the religious capture of other settlements.
There are 7 types of military commanders—the Sergeant (can command a Squad or an Outpost of the 1st level) and 6 types of senior Commanders (Lieutenant, Captain, Major, Colonel, General, Marshal) commanding corresponding Military Units (Platoon, Company, Battalion, Regiment, Division, and Army) or Outposts of the corresponding level.

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