View Full Version : Multiplayer Strategies & short tips
Chieftess Oct 24, 2002, 09:26 PM (you can tell I like setting these threads up)
Ok, this thread is for strategies and short tips when playing MP. True, the game isn't out yet (and this text will be edited then), but, post what ever you think would help, or things you might try.
Black Fluffy Lion Oct 25, 2002, 04:15 AM My first tip is to buy the game before you try inventing strategies for it :p
warpstorm Oct 25, 2002, 05:28 AM My tip is to look at the ping before joining a game. Okay, this applies to any internet game, not just PTW, but it needs said. If you don't pay attention to this you may have a less than satisfactory game (like I said before this applies to any online game).
Cruise Oct 25, 2002, 05:59 AM I don't think ping is that important for ptw as it is for first person shooters. In turnless mode/simultaneous mode it might be a bit more problematic.
warpstorm Oct 25, 2002, 06:25 AM They wouldn't have put a ping indicator on the MP setup screen if it wasn't important (look at the screen shots).
Cruise Oct 25, 2002, 06:33 AM I never said it wasn't important :)
Black Fluffy Lion Oct 25, 2002, 07:19 AM Ping is reasonably important when playing with turns, but obviously not as important as whilst playing turnless/RTS games since the data is being sent constantly when doing the latter, but only every turn in TBS
WildFire Oct 25, 2002, 07:39 AM Obviously i am going to be different civs just to try new units and civs in general. But, since i usually build the embassy, i am going to wait for the other human(s) players to make it, so i don't waste my gold. I will trade a lot but i doubt that i will ever sign a RoP especially in the modern ages unless i know that they are peaceful and won't be an @$$ and put all there guys around my cities and then attack.
warpstorm Oct 25, 2002, 07:44 AM Originally posted by Black Fluffy Lion
Ping is reasonably important when playing with turns, but obviously not as important as whilst playing turnless/RTS games since the data is being sent constantly when doing the latter, but only every turn in TBS
What if they are doing it so that you can watch the units move and attack and do your diplomacy and city fiddling on other players turns? If this is true (and I'm not saying that it is), the ping and bandwidth requirements would be similar (identical?).
Black Fluffy Lion Oct 26, 2002, 07:03 AM Originally posted by warpstorm
What if they are doing it so that you can watch the units move and attack and do your diplomacy and city fiddling on other players turns? If this is true (and I'm not saying that it is), the ping and bandwidth requirements would be similar (identical?).
No, the information is stil sent back at the end of every turn (I think). for example, changing what you build in a city wil only take effect at the end of the turn, right?? That is when the data will be sent, not during the turn. Things which are done in the middle of the turn (e.g. diplomacy) would need the data transmitted during the turn, yes. (just an educated guess at how it works :))
Civanator Oct 26, 2002, 09:59 AM A strat is to have one civ be a huge money making government like Republic and pay an ally to protect them, and that ally has a good unit supporting government like Monarchy. An obvious one is to trade techs everytime an ally gets a new tech, and "share" wonders with each other like the Great library.
warpstorm Oct 26, 2002, 10:25 AM Remember that there is only one winner. Watch your friends, they may plan on being the winner. That knife in the back hurts.
stalin006 Oct 26, 2002, 04:44 PM well in the game i recomend build as many cities in the early game as posible, but ofcourse defende them too.
never trade stuff like oil, but do trade coal, so that once ur super armies invade can move faster w/ railroads
never give away ur world map.........but try to get theirs by spying or worthless trade
defend all ur cities w/ spearman from the start and try to get the zun tsu and leo wonders and upgrade fast
Sgt.Hellfish Oct 27, 2002, 06:23 AM Id love to be on an island as I seem to suite Islands better (I dont rush into war as readily) and id rush the Great Library as soon as possible
Civanator Oct 27, 2002, 08:13 AM Island jumpin is a good way to stay alive if you were killed off the main land. If no islands than run around like a chicken with its head cut off!
warpstorm Oct 27, 2002, 08:28 AM They biggest difference I see will be the need to actually defend your country. Don't leave cities undefended. Don't have you settlers go out without a spearman. Definitely don't leave you king undefended. Don't have a bunch of workers on the border without a defender. Don't leave your resources undefended. You get the picture.
WildFire Oct 27, 2002, 08:38 AM Originally posted by Sgt.Hellfish
Id love to be on an island as I seem to suite Islands better (I dont rush into war as readily) and id rush the Great Library as soon as possible
I would hate to be on an island all by myself in PTW and possibly not meet someone until navigation. In most of my games on monarch there has always been a civ stuck on an island and they are always in the ancient ages when we are getting ready for the industrial ages. And you won't be able to trade and that would be a big hamper for me. Of course, you could go after the Great Lighthouse and possibly meet people that way.
WildFire Oct 27, 2002, 02:25 PM Originally posted by warpstorm
They biggest difference I see will be the need to actually defend your country. Don't leave cities undefended. Don't have you settlers go out without a spearman. Definitely don't leave you king undefended. Don't have a bunch of workers on the border without a defender. Don't leave your resources undefended. You get the picture.
Yeah but a big problem with this is that if you declare war on a human player who doens't have his cities defended very well, chances are he'll get other human controlled civs to team up on the person that declared war. And i probably will still not defend my rescources or workers because i value my cities just a little bit more ;)
Chieftess Oct 27, 2002, 03:01 PM Even if you were stuck on an island, you could get one of your friends to trade you some cities. (great if you have teams).
stalin006 Oct 27, 2002, 04:58 PM Originally posted by Civanator
A strat is to have one civ be a huge money making government like Republic and pay an ally to protect them, and that ally has a good unit supporting government like Monarchy. An obvious one is to trade techs everytime an ally gets a new tech, and "share" wonders with each other like the Great library.
that is more than a tip........a tip for disaster, pay an ally for portection is like hiring mercenaries.........who will look at ur money making cities and say "look a unprotected rich empire......and our troops are right beside every city.........mmmh......"
Sgt.Hellfish Oct 28, 2002, 04:46 AM trust will be a big issue on this, and about island civs being poor I found it an advantage as u dont need an army until navigation allowing u to build culture and science.
WildFire Oct 28, 2002, 05:37 AM Originally posted by Chieftess
Even if you were stuck on an island, you could get one of your friends to trade you some cities. (great if you have teams).
That is true Chieftess but what if you are just playing a random PTW game with none of your friends and you aren't playing the game of the republic, they would probably rather wipe you out instead of give you a couple cities
DukEngnr Oct 28, 2002, 03:27 PM This might be totally obvious, and I'm not sure how the 'show enemy moves' option will come into play with the new turnless playing in PTW... but I envision lots of sneak attacks and subterfuege playing against human players. In late game situtations vs. the cpus sometimes I turn off the show enemy moves because it takes way to long. However, this might be helpful vs. Human opponents because in the heat of battle it might be very easy to forget to survey any unprotected coastlines for d-day invasion forces...
Zcylen Oct 29, 2002, 08:55 AM One thing I dont like is "only one winner"
there should be an option like in WW2 alliances and winners.
I think If you are fightinhg agains the evil zulus who are isolating the world, some nations will form alliances to destroy the enemy.
then one or more will be the winners and then there will be TRUE allies and you'll trust on your allies
not specting to be betrayed after some turns.
warpstorm Oct 29, 2002, 09:45 AM Originally posted by Zcylen
One thing I dont like is "only one winner"
there should be an option like in WW2 alliances and winners.
I think If you are fightinhg agains the evil zulus who are isolating the world, some nations will form alliances to destroy the enemy.
then one or more will be the winners and then there will be TRUE allies and you'll trust on your allies
not specting to be betrayed after some turns.
You must never have played Diplomacy then. It's not if you will backstab your allies, it's when.
stalin006 Oct 29, 2002, 04:53 PM well PTW is not all about diplomacy, i think if u get an allie and been his friend for so long how are u going to stab him on hte back? in RA2 u get the alliences and could win w/ ur allies.
Zcylen Oct 29, 2002, 05:05 PM I've played a lot but those cases we're talking of AI, we all hate AI and I dont care about it
with human players I'll think twice before ally someone
Black Waltz Oct 29, 2002, 06:06 PM A great deal of PTW will be Diplomacy. The deals will be much more intricate now - as will the variety of ways you can backstab. Naval Fleet's will also become more of an importance. If you have a coastline you will be a severe risk from Enemies Navies if you don't have a Fleet yourself. Submarine's will also become an indispeneble asset for spying on enemy forces and movements. But that means you will also have to patrol your own waters for enemy submarine's... Imagine how it would feel to find an enemies fleet of Nuclear Submarine's loaded with tactical missiles next to your coasts?
Aircraft Carries will also be needed for any sucesful attacks. Stratigic forces such as bombers and Cruise Missiles will have to be used well to defeat the much craftier human opponent. Co-ordinated strikes won't just be a fun way to finish the enemy off. They will have to be a specifically planned opperation to cut off the enemies access to any resources and allow for a strong foward base of attack. You'll need paratroopers dropped behind enemy lines to cut off supply routes to resources, you'll need Helicopters dropping Special Forces to seize control of the resources too. You'll need co-ordinated air strikes on defences and resources to damage the enemies defensive positions and cut access to the resources they need to produce goods, heavy armour moved onto beach-heads as soon as the bombers make their moves... Pincer strikes, 3 pronged strikes, stratigic nukings of stacks... Multiplayer will involve all this and more. Have fun kids. Think of us over here in Britland who don't have this yet! :p
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