AfterShafter
Deity
Hello all,
First off, I didn't want to post this in technical support since I'm not looking for support so much as just gathering data on the subject.
So, here's my situation. I usually play multiplayer with a small group of friends and have only been able to get together with one of them since the patch. We were originally overjoyed at the promise of significantly decreased time between turns and feel that the patch has really delivered in single player, but find that in multiplayer turn time has not been decreased much at all since the previous patch.
We've played about five games which we've actually quit pre-infantry - some pre rifling - because the turn times reach up to or over five minutes between turns. We've played exclusively on continents or small continents, huge map initially but downsized to large map size with max supported civs and default city states. Turns go at a reasonable rate (well under a minute, mostly under 30 seconds) before the world has been explored by one of us, and then the game starts chugging horribly - as in, turns start taking between 3 and 6 minutes - once we start to discover the rest of the world. We usually quit after a half hour or so of this, and have never made it to infantry yet.
We've tried reloading the game, restarting Civ, and re-installing Civ, and of course, starting new games on progressively less intensive settings. So far, we're down to large at slightly less than maximum civs and we're still getting horrible slowdown at around the same period.
Here's the thing though - I initially thought it might be his hardware (he only has 4 gigs of RAM) but he's playing single player games on fully loaded huge maps with under 30 seconds slowdown and he's fighting wars with infantry. Same deal for me, running an Asus G73 laptop with 8 gigs of RAM.
What I'm wanting to know is, what are your experiences with turn time in multiplayer? And specifically what I'm trying to figure out is, was the turn-time reduction of the last patch basically single player only? If others are having this problem as well, have the devs not completely solved the stupidly-long turn time issue?
I've considered that it might be our connections, but, we both play FPS's with very solid latency, and both have broadband connections that cap out at over 1 MB/S download rates.
And just to to give a tl/dr reiteration... Computers that run the game fine singleplayer on huge maps are suffering *tremendous* slowdown in multiplayer on large maps. Did the last patch only fix turn time delay in single player? Can anyone corroborate my experiences in multiplayer on larger maps at a period past when you've started to explore the world with astronomy ships?
PS - his stats... Intel Core i5 CPU, GEforce 9800 GT 512 MB GDDR3, 4 GBs DDR3 RAM. I'm on an Asus G73 laptop, 8 GBs Ram, Intel Core i7 CPU, ATI Mobility Radeon HD 5870. If the mods feel this should be moved to tech support, fine - but I'm not sure it should be, since I'm more looking to see whether this is an issue others are having rather than looking for actual technical support.
First off, I didn't want to post this in technical support since I'm not looking for support so much as just gathering data on the subject.
So, here's my situation. I usually play multiplayer with a small group of friends and have only been able to get together with one of them since the patch. We were originally overjoyed at the promise of significantly decreased time between turns and feel that the patch has really delivered in single player, but find that in multiplayer turn time has not been decreased much at all since the previous patch.
We've played about five games which we've actually quit pre-infantry - some pre rifling - because the turn times reach up to or over five minutes between turns. We've played exclusively on continents or small continents, huge map initially but downsized to large map size with max supported civs and default city states. Turns go at a reasonable rate (well under a minute, mostly under 30 seconds) before the world has been explored by one of us, and then the game starts chugging horribly - as in, turns start taking between 3 and 6 minutes - once we start to discover the rest of the world. We usually quit after a half hour or so of this, and have never made it to infantry yet.
We've tried reloading the game, restarting Civ, and re-installing Civ, and of course, starting new games on progressively less intensive settings. So far, we're down to large at slightly less than maximum civs and we're still getting horrible slowdown at around the same period.
Here's the thing though - I initially thought it might be his hardware (he only has 4 gigs of RAM) but he's playing single player games on fully loaded huge maps with under 30 seconds slowdown and he's fighting wars with infantry. Same deal for me, running an Asus G73 laptop with 8 gigs of RAM.
What I'm wanting to know is, what are your experiences with turn time in multiplayer? And specifically what I'm trying to figure out is, was the turn-time reduction of the last patch basically single player only? If others are having this problem as well, have the devs not completely solved the stupidly-long turn time issue?
I've considered that it might be our connections, but, we both play FPS's with very solid latency, and both have broadband connections that cap out at over 1 MB/S download rates.
And just to to give a tl/dr reiteration... Computers that run the game fine singleplayer on huge maps are suffering *tremendous* slowdown in multiplayer on large maps. Did the last patch only fix turn time delay in single player? Can anyone corroborate my experiences in multiplayer on larger maps at a period past when you've started to explore the world with astronomy ships?
PS - his stats... Intel Core i5 CPU, GEforce 9800 GT 512 MB GDDR3, 4 GBs DDR3 RAM. I'm on an Asus G73 laptop, 8 GBs Ram, Intel Core i7 CPU, ATI Mobility Radeon HD 5870. If the mods feel this should be moved to tech support, fine - but I'm not sure it should be, since I'm more looking to see whether this is an issue others are having rather than looking for actual technical support.