View Full Version : Be Careful in Multiplayer


Bolgard
Oct 30, 2005, 08:42 PM
Funny story,

A buddy of mine came to visit me for the weekend and brought his computer with him - we set up a direct IP game with five other civs, and had a blast playing. Then another friend of mine IMs me, we get to talking, and I tell him to jump in the game - he connects and takes over the Romans, and the three of us play for serveral hours, into the modern era.

Eventually, my friend who joined had to leave, so he logs out, returning control to the Romans, who instantly, out of the blue, declare war on me and storm my borders with about fifty units. This was the last thing I expected. I paniced, switched one of my civics to universal sufferage and changed my research rate to zero because the only viable defense I had at that second was to pump out at least one nuclear ICBM per turn.

In summery, I won, only by nuking every single Roman city at least three times apiece, sometimes more. I'd even have to fire nukes into areas of the map I couldn't see due to fog of war in hope of hitting units on the way to my country, or as I call it, the "Best-Guess Nuclear Defense."

I ended up having to use at least 35 ICBMs in order to win. The upshot was after years of nuclear hellfire, all of the Roman cities were completely empty, and I took over the entire country of Rome by peacefully marching a single unit into a desloate, radioactive, empty city.

So if you're playing a multiplayer game with friends, and one of the drops out, ANYTHING could happen when the AI regains control.

Dimy
Oct 30, 2005, 08:57 PM
Too bad you don't have any pics ;-)

Bolgard
Oct 30, 2005, 09:30 PM
At some point tomorrow I might boot up the last save for that game and grab a pic of the radioactive aftermath. No promises though :)

Zany
Oct 30, 2005, 09:36 PM
Wow. I assume you and your friend were planning on staying at peace. That sucks, because you can't build up relationship points with humans. I think it should be included in a patch or XP the ability for a human player, when leaving and giving control over to the AI, to set the relationship points with another civ. Or maybe have the typical relationship point system, just humans can ignore it of course.

Bolgard
Oct 30, 2005, 09:39 PM
Yeah - we weren't playing as super-friends, but we had open borders and traded maps. Never a cross word, then BAM, right in the gut when the AI took over.

Mighty Grum
Oct 31, 2005, 11:17 AM
Think of it as the Romans having a "regime change" or an "military overthrow", and the new leader decided to "expand his borders".

It's unpredictable things like this that make games so much more entertaining.

I also like the idea of you lobbing random nukes. It's so evil sounding.