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civ-clicker's Issues

Add logger

Logging should not be done by directly calling console.log, but by a proper logging class with logging levels as debug, trace and error. This should be able to turn off in production system.

Promote conquest earlier

Conquest should be promoted to be used earlier by:

  1. Not starting with so much land in the beginning
  2. Adding a new troop type that does not require barracks/stables.

Can't select a deity, have enough piety.

The text implies that it requires 500 piety to select a deity, I've got more piety than that, but still am unable to make a selection.

Save file:

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

Add paleolithic phase

This is a bigger concept. It would be nice to start earlier than Neolithics (which is when agriculture were developed). You can make hunter-gatherer groups, research bows, fire, stone tools, and ceramics. All this as a pre-phase to civilization. The ice-age could be part of it, too.

Retreat from war

Maybe add a button to make it possible to retreat from a war? Also, maybe not make it possible to add troops during the battle?

Re-add "Custom Amounts"

In older versions, after a certain point, you were able to specify a custom amount via a text box.

Once you get to the point where you can buy 10,000+ buildings at a time, this would be a handy feature.

Various Population section improvements

  • Put population and max on one line
  • Add tip: how to increase max population by buying housing
  • Show Happiness scale
  • Show Unburied Corpses warning near happiness

Add spy

It should be possible to send out a spy or scout to check the army size of the opponent.

Move Stats to more appropriate places

  • Resource clicks can do in Achievements
  • Total land and Total buildings should go in Building tab (see #8 )
  • Enemies Slain can go in Achievements or Conquest
  • Unburied corpses and Unfilled graves can go with Population or Buildings
  • Walk -- ?

Use a CSS framework

We should probably use Bootstrap, Foundation or something like it. E.g., why use pure Javascript modals instead of a nice framework modal?

Add logistic costs to warfare

Warfare as it is now is not really "incremental" - it's possible to raid a small village an infinite amount of time. My idea is to add a cost for troop logistics, which scale up with the number of troop and the area of your nation. The intuition behind it is to simulate distance, that "the same village" is in fact further and further away. This could also motivate the player to try out harder wars earlier, so as to not increase the logistic cost too much.

Fix morale (happiness)

Currently if there are effects to the morale, it is a permanent effect.

  • overcrowding: the morale is reduced, but it does not rebound after the crowding issue is fixed. (See adjustMorale in doPurchase)
  • Starving (doStarve)
  • Similarly temple building provides a bonus (see the temple's onGain function), but that bonus isn't reduced if the temple is destroyed.
  • etc.

Rework the save/load process

  • Change it so we can add to the data while keeping the same save structure
  • Remove backwards compatibility/migration code -- This would necessitate moving to "2.0" version because it would break old saves.

Fix button size

  • Buttons for Upgrades, Deity, Conquest should be a fixed width
  • Recruit and Raid buttons should have a top/bottom margin

Produced food suddenly switched to consumed food

I was producing about 10,000 food per second when suddenly I was consuming over 100,000 food.

Every time I add a farmer, the food consumption goes up instead of going down. Seems a variable may not be converted from positive to negative or vice-versa somewhere.

Screen 1, no farmers
Screen 2, after adding farmers

Trade interface

  • Move to below Special Resources, and above tabbed section
  • Change color
  • Provide a countdown clock to show when the trader departs

Citizens management needs more increment buttons

Currently citizens management is capped at +/-100 after which it goes to +โˆž. Would be nice to have increments such as +1k and such when available, as is possible for buildings. Gets pretty tedious at the moment after a while ๐Ÿ˜„

The "Custom increment" option is there but it also removes all the other buttons which ends up being inconvenient when frequently having to switch between 100/1K/10K for different types of units/buildings

Show achievement description after achieved

Request from reddit: Show some text explaining how you got an achievement after you've achieved it. I think this is good, common with other achievements (such as on Steam).

Put functions into modules and namespaces

There's a lot of polluting of the global namespace. I suggest we use modules and namespaces in the following fashion:

/**
 * @namespace
 */
var CivClicker = CivClicker || {};

CivClicker.utils = (function() {
  
  // Private function encapsulated by the closure
  var privateFunction = function() {};

  // Public functions go into the returning object.
  return {
    someFunction: function() {}
  };
})();

Background image

Only thing that seems to be missing from the original incarnation is the subtle background image

and

could also add a background image of a rural farming scene

Seems like the original background image was popular.

Add progress bars

Things happen too fast. Progress bars for research and buildings and the like could help. Compare with Diablo 3 and the time it takes to construct weapons (approx 2 sec).

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