Team Play: Completely broken in single player

Lord Parkin

aka emperor
Joined
Apr 27, 2004
Messages
6,374
Location
New Zealand
So I just started up a team game with the AI to see whether any more thought had been put into it than the rest of the game. Nope. Silly me, what was I expecting. Glaring bugs and issues right the way through. Did no-one even play the first few turns of a team game before release? (Of course not.)

Glaring Problems with AI Team Play:

- Your teammates are just as rude, disparaging and hostile in their diplomacy towards you as regular civs. They are disinterested in diplomacy and keep saying "Oh, it's you", "You again?", and "Get on with it". They keep telling you your military is the laughing stock of the world and that "someone will soon put you out of your misery". What the **** kind of team spirit is that? Civ4 got this right first time around by putting the teamed AI as perma-friendly with one another. In Civ5, there is no "Friendly" option, so your teammates are just as big jerks to you as everyone else.

- AI teammates refuse to discuss declaring war on someone when you ask them in diplomacy, you have to force them into it by declaring war yourself.

- When you do declare war on someone, they sit on the sidelines and complain about your "lust for blood". "Hope your little war isn't going well", my AI teammate says. WHAT THE FRIGGING HELL? You're my ALLY, dude! How on EARTH was this overlooked? Answer: nobody bothered to check it.

- There's no way to tell the AI teammates where they should focus their military. There was such an ability in Civ4, even if it didn't work that well. What's up?

- No ability to see into your teammate's cities. Consequently, there's no way for me to check how much gold, research or culture my teammate is producing. Your could do this in Civ4 easily. HUGE oversight.

- Friendly units from the same team are unable to mix - for instance, my Workers are unable to improve tiles where my ally's units are wandering. What. The. Heck.

- AI teammates refuse your requests for gold (or apparently any) help. (You stupid git, we're supposed to be a team - why are you refusing to send me a few extra gold so we can get that City State as an ally?)

- AI teammates refuse requests for resources. What kind of alliance is that? Stark contrast to Civ4 where they were only too happy to help.

- AI teammates offer excess resources to other civs with preference over your own. This is backwards; in Civ4 they always offered excess resources to you first.

- Gold from meeting City States (and probably other bonuses) seems to get applied to every teammate in full (e.g. 30 gold apiece). This probably shouldn't be the case.

- City State bonuses (food, culture) are only applied to ONE team member. You're KIDDING, right? This was overlooked? Excuse me, but he's my ally, and you're my ally. Shouldn't you be his ally too? (There are many ways to balance this - for a team of two, double cost of gold gifts, or halve influence given through gold gifts, or halve the benefits of the city state.)

- No option to suggest to the AI teammates what they should do with their gold, e.g. which city states they should focus on buying. Isn't this kind of necessary for functioning teams?

- Social Policies are apparently completely separate for teammates. I'm pretty sure this shouldn't be the case. Shouldn't your culture (like research and military) be combined (with corresponding higher thresholds), and you adopt policies together? How does it make sense that one teammate can adopt policies his teammate has no idea about? There should definitely be some sort of a tie-in here. Otherwise one teammate can just sit back and head for a Social Policy victory on his own. Seems like a pretty big oversight. [Further thoughts]

- No way to swap tiles between you and your teammates. This is the case even between humans in teams. Civ4 at least had "friendly borders" between teams, where teammates would get access to tiles in the big fat cross even if their teammates owned more of those tiles culturally. In Civ5 with no way to culturally convert tiles, it's critical that there be some mechanism to switch tiles around between teammates. This presently doesn't exist.

- There doesn't seem to be anything to stop my own allies buy City States out from under me. Again, there's the issue with City States only giving benefits to one member of a team.

- AI opponents on teams come to you separately looking for pacts of cooperation and secrecy. This should instead be a team-wide effect.

- The Great Library was built by an AI teammate, and it didn't appear to give me their free tech. The Pyramids was built by an AI teammate, and it does not seem to have sped up my Worker speed. I suspect this is going to be the case for all wonders. In Civ4 they had shared benefits in teams, which made sense. What's up with Civ5?

- No control over which City States your AI teammates go to war with. This not only means they can attack a city state you were hoping to ally with soon, but they can ruin your chances to gain future city state allies because of their warmongering ("City States band together" event). The power to control wars with City States in a team with one human player and the rest AI players should ALWAYS reside with the human player.

- The above also makes me suspicious that AI teammates may be able to declare war on other civs without your consent. As before, in a team with one human player and the rest AI players, this power should always rest with the human player.

Anyway, that's just the short list I've come up with in LESS than one hour of play.

There's certainly no clearer proof that little thought was put into the AI than watching it mega-fail in the team environment (especially in diplomacy). Just further evidence that the AI has no concept of friendship or alliances. Not good.

There's also no clearer proof that practically no testing was done of this part of the game at least. All of the issues I mentioned above I discovered in less than an hour of play. I'm sure I'll find many more as I continue to play. Seriously, what the heck?

All in all team play seems to be very botched, especially with the AI.
 
You make some good points but what you don't realize is that we are paying beta testers. Welcome to the new age of PC game economics! Paradox and Creative Assembly have sadly gone this route as well. Formula goes something like this: Priority graphics, only release teasers and regulated demo play at large media covered shows and than BAM! Sell sell sell!! Who cares about the bugs and poor gameplay. It's more profitable for them to put out a few patches since they have to support the game for a bit anyways. I bet this team play function was added at the last second so they could add it to their list of game functions. Graphics and smart controlled marketing = box sales.
 
You make some good points but what you don't realize is that we are paying beta testers.

This is a pitiful excuse to explain the problems. We are not beta testers. Moderator Action: *snip*
 
Added thought:

There are many ways to balance City States in teams without having them only apply to one player. For instance, for a team of two, double the cost of gold gifts, or halve influence given through gold gifts, or halve the benefits of the city state. Either method would work fine.

I just can't believe how disappointing Civ5 team play is compared to Civ4, even Civ4 right out of the box originally. Team play was one of my favourite aspects of Civ4, and nearly everything was balanced fairly well, with no glaring issues. At the present time I'm still involved in an awesome team game in Civ4 (link to Civstats), where everyone plays two civs on a team.

Having Civ5 do such a shoddy job of implementing team play right out of the box is so saddening.
 
This is a pitiful excuse to explain the problems. We are not beta testers. Stop being asshats.


Moderator Action: *snip* but how else can you explain all the missing or broken game functions? The incomplete diplomacy. The non-existant naval/air ai. I could go on and on but you don't need to go far in these forums to find the lack of polish in this game. Shoot just go to the "known Issues" section and look for yourself.

I'm not saying this game doesn't hold promise. There have been large sections of my games where I was having "fun". But the lack of a demo or real public beta testing tends to point towards a more mischief marketing ploy that has been a trend in the strategy pc gaming industry today.

It's just not close to being a finished product yet and yes, I do feel like a paying beta tester!:mischief:
 
@Bandit17: There's certainly an element of that feeling in the game. It's most definitely and clearly unfinished and rushed.

More issues, on Deity this time:

- Barbarian encampments are revealed in UNKNOWN territory immediately? That's certainly not a Social Policy. Am I seeing the effects of AI cheating by being allied to them?

- Another example of AI rudeness. My ally says "The puny one makes an appearance. We were just talking about you. Only bad things, I assure you." Nice team spirit, dumbass.

- There doesn't seem to be anything to stop my own allies buy City States out from under me. Again, there's the issue with City States only giving benefits to one member of a team.

- AI opponents on teams come to you separately looking for pacts of cooperation and secrecy. This should instead be a team-wide effect.

- Haven't checked them all yet, but I believe at least some wonders may not be providing effects to all teammates, as they should do (they did in Civ4). Will get back on this later.
 
I don't think pooling culture between teammates would work well, given how policy costs go up with number of cities, unless that changed with # of allies.

Besides, wouldn't one of the big advantages to having a team mean that you can disregard some requirements that your ally fulfills, and vice versa, i.e. you can specialize more? I could make much better culture cities if I didn't have to produce military units/bldgs/etc and take military-boosting policies to protect myself since my ally is doing that. If policies were shared, that wouldn't be possible, since you'd end up with fewer policies due to # of cities cost increase, no?

Obviously, you'd need some way to communicate with an A.I. ally what you want to focus on & what they intend to focus on, which is definitely lacking.
 
Theres certain things that reveal barbarian encampments that are in unexplored territory.
If this is true, then please elaborate. I'm unaware of any such methods.

I don't think pooling culture between teammates would work well, given how policy costs go up with number of cities, unless that changed with # of allies.

Besides, wouldn't one of the big advantages to having a team mean that you can disregard some requirements that your ally fulfills, and vice versa, i.e. you can specialize more? I could make much better culture cities if I didn't have to produce military units/bldgs/etc and take military-boosting policies to protect myself since my ally is doing that. If policies were shared, that wouldn't be possible, since you'd end up with fewer policies due to # of cities cost increase, no?
Well, Social Policy costs and scaling would have to be rebalanced for team play... I kind of thought that was a given.

I guess you could argue either way on combining the social policies or not in team play. I just thought it'd be rather a neat thing to do, since it'd add another layer of complexity to the game, having to best decide the overall policies for your whole team. Otherwise it's just another aspect of the game where separate players are doing their separate things, and it doesn't really feel so much like cooperative team play.

Obviously, you'd need some way to communicate with an A.I. ally what you want to focus on & what they intend to focus on, which is definitely lacking.
Indeed.
 
If this is true, then please elaborate. I'm unaware of any such methods.

Honor only show them in explored territory, but you don't need to see the tile.

City states will sometimes announce that they're being threatened by barbarians and reveal a camp's location for you; you don't need to have explored the area.

Ancient ruins can reveal camps too, I think the manual doesn't mention this. This will happen more often on deity because some of the other ruins rewards are never granted on high difficulty levels.

In a team game, any of these can happen to an AI on your team without you noticing.

--

As for team play in general, it seems it's flat out not implemented beyond being able to pick Civs that are on one team. Nothing about the AI behaviour changes when you're on one team.
 
Honor only show them in explored territory, but you don't need to see the tile.

City states will sometimes announce that they're being threatened by barbarians and reveal a camp's location for you; you don't need to have explored the area.

Ancient ruins can reveal camps too, I think the manual doesn't mention this. This will happen more often on deity because some of the other ruins rewards are never granted on high difficulty levels.

In a team game, any of these can happen to an AI on your team without you noticing.
Okay, thanks for explaining. I know about the Honor policy reveal, that wasn't the case here. Now that you mention it I've noticed the City State quest barb camp reveal a couple of times. In this particular case there was no City State quest given though... guess the AI must have popped an Ancient Ruins showing where the camps were, that's the only explanation left.

As for team play in general, it seems it's flat out not implemented beyond being able to pick Civs that are on one team. Nothing about the AI behaviour changes when you're on one team.
Yep. It was clearly a last minute afterthought which they didn't have time to work on properly. A real shame. Hope it gets fixed soon.
 
Another MAJOR issue:

- No way to swap tiles between you and your teammates. This is the case even between humans in teams. Civ4 at least had "friendly borders" between teams, where teammates would get access to tiles in the big fat cross even if their teammates owned more of those tiles culturally. In Civ5 with no way to culturally convert tiles, it's critical that there be some mechanism to switch tiles around between teammates. This presently doesn't exist.
 
I'm really not supprised that this is broken too.

Seems we don't need a bug forum, we rather need a "This part of Civ5 is working" subforum.
Would have for now one thread, "Music is playing OK".

But seriously, how can you dare to insist on working AI in teamplay? It's already broken when you play alone.
 
Maybe the way to make Civ 5 challenging is to team up with more and more AI? :mischief:

After all, if they are going to win individually while being your ally, and you can't invade them to stop them ...

dV
 
Hey, a mod making a sarcasm post :D

Well, given how the AI acts by itself , you should really not have high hopes on teaming with them. But the fact that you put a option to perma-ally and not make that AI love you no matter what is ... stupid , atleast ( btw, i've been noticing that I've been using the word stupid a lot regarding civ V game mechanics ...)
 
Lol even the moderators are dissing this game. I don't know if I should laugh or cry...
 
Lol even the moderators are dissing this game. I don't know if I should laugh or cry...

He's right though. The music is pretty awesome in civ5. :D

Civilization: Music Edition.
 
Not sold to the Music is good mantra, mr PoM ... but atleast it plays well and i haven't seen any glictches in that area so far :D That is far more that we can say about the OP rant area :p
 
Someones opinion; Having bought the special edition with the cd's. Music is very nice and good but for some reason it does not feel like its fitting in the game??? I really like some theme musics etc but it simply doesnt work..
 
Sorry, I shouldn't have brought the conversation more off topic.

Let's get back to talking about the non-existent Team AI please. Oh wait...
 
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