Building a Civ 2.5 Multiplayer Group

Civ 2.5

Chieftain
Joined
Feb 18, 2011
Messages
38
Hi, my name is Dan, I am currently in Seattle, Washington. I have played Civ in all its many forms and specifically Civ 2 multiplayer for many years, off and on, but lately I wanted to play MP again so I decided to put together a new playing group.

Of course I have played civ 2, 3 and 4 multiplayer as well, but I prefer 2's MP, for many reasons I won't go into detail here. In short, I simply find the quality of multiplayer gameplay to be superior in Civ 2 to the other iterations, all things considered. To be precise, I prefer a custom variation of Civ 2 which I designed and call Civ 2.5. It is basically an enhanced version of the original game. I am currently playtesting it one last time in order to fine-tune it even further before finally submitting it to civfanatics.com's download section, so that anybody I play with in the future can access it more easily without having to go through me for the file. However, it is all already complete and ready to play on at any time at a very high caliber of balance and fidelity, all future minor 'perfection' changes aside.

I included as an attachment the UNITS file just so you can get an idea of what Civ 2.5 looks like and encompasses.

Here is a glimpse of Civ 2.5 in summary;

- All new enhanced graphics, for absolutely everything. Very few things in the entire game have remained the same, and as a result it looks like a far better game graphically.

- Most of the rules for gameplay and unit stats have been improved for depth and balance.

- About 10 additional units added, and all previous units have been reworked. New units meticulously designed to improve/diversify gameplay and array of military choices, such as anti-air ground units, defensive escort fighter airplanes in addition to regular fighters which have a range of 2 like bombers and can stack to defend them, elite amphibious units for all historical ages, two gradations of tanks, among others. One example of the improvements is how all units now have a visually implied stealth value which basically determines how well exposed their unit shield and health bars are to plain view on the map. Most units have shields out in the open and easily seen, but about 15 fall into the stealth category at some range of the spectrum, and their shields are either partially or totally obscured from plain sight. Missiles and submarines, for example, are considered almost 100% stealth units and only their health bars are visible at any given time, no shield color/ nationality can be seen. Barbarian leaders, spies and diplomats don't even have visible health bars, only the graphic of the figure can be seen onscreen, to accentuate their slippery and low profile nature.

- About 10 new technologies added in strategically important areas of the tech tree, and the entire tech tree has also been tweaked to improve gameplay.

- About 6 or so of the unrealistic 'magical' wonders which in the original version cheapened and dumbed down the game have been removed, such as Leonardo's Workshop and the Great Library.

- Slower, more realistic and more intense pace: 1/3 the normal science research rate, food boxes doubled for 2X slower growth, settlers cost 60 shields to slow expansion rate early on. City improvements and wonders roughly 1.5X more expensive, with military improvements costing about 2X more to better reflect real-world values, such as barracks, city walls, etc. Settler and engineer land-improvements generally take 2X longer to complete. Units have all been kept at the same general price range, to make the game more tactical and unit-centric, but some units have been made much more expensive, such as engineers, carriers and nukes.

- Simultaneous play: by altering a civ system file, it is possible for all players to move at the same time in peacetime, which greatly speeds up the game. But when war breaks out, one-turn-at-a-time gameplay resumes between the fighting units of each warring faction, via a simple honor code that has the person who declared war or attacked first move all their battle units first, then the 'defending' player moves all their battle units, global turn after global turn, until a truce is declared or one player annihilated. After declaring a truce opponents can move simultaneously again and the turn-based system is reset for them until someone again decides to declare war or attack first. Only those enganged in an 'Alliance' may move their pieces at the same time during wartime. If you are a peaceful nation that is moving your units while a warring nation is moving theirs, and they tell you in advance to wait to move units in a certain region of the map until they do so, you must wait until they clear you to proceed moving. In other words, the movements of warring nations take precedence over those of peaceful nations, in order to avoid simultaneous-movement unit jumbling/ confusion at crucial times/ map regions. Other than that all regular rules apply.

- Custom designed maps designed for realism and optimal gameplay, including: believable continents with geographically realistic mountain ranges, deserts, jungles, etc. ~70% planet surface ocean coverage (large oceans and smaller continents in 'Large' maps, 75x120 squares). Dynamic rivers which are traversable by land but simultaneously navigable by boat along certain stretches. Balanced starting positions with minimized available inhabitable land for increased value of buildable-land and stretches of perpetually unoccupied terrain (large deserts, long mountain ranges, etc) such as occurs in reality. Only half the regular amount of 'goodie' huts. Barbarian 'nations' evenly dispersed across the world, composed of small, tight clusters of size 1, 2 or 3 'red' cities in inhospitable terrain not fit to build regular cities on. Small islands and archipelagos throughout the world, which the map randomizer typically omits, and many other unique design features. Additionally, in order that I don't remember any specific map being played on, being the map creator, we always play 10 maps behind the current queue. Meaning, I have to design 11 maps before we can play on the first, 12 before we can play on the 2nd, etc (each map takes about 1 hour to design in a creatively random way, and it's extremely difficult to remember old maps and starting locations even after designing a few new ones, let alone 10.)

- Some random examples of the rules changes: no tech from conquest, spaceship components are much more expensive, monarchies can support 4 units rather than 3; triremes do not founder in deep waters as easily; the AI is always set to Aggressive/ Militaristic/ Expansionist and starts with more cities/ settlers than humans in order to make them more powerful/ challenging, harder to manipulate diplomatically, and more unpredictable and hostile (when applicable, depending on the game). All units now ignore zones of control, much like in Civ 3. Many other larger and smaller changes as well.

Overall, Civ 2.5 was designed with both realism and gameplay in mind, especially by slowing the pace down and allowing for a depth of play simply impossible with regular civ. It is the result of a huge concerted effort to make the game more balanced in all respects, to enhance the overall experience and to provide players, especially in MP, with a much broader array of choices and considerations, especially regarding units and battle.


Additional Requirements:

- Civ 2 Multiplayer Gold Edition with the latest v1.3 patch, installed on a Windows-based PC, not a Mac, since we have tried before but they are incompatible to run scenarios in MP.

- The Civ 2.5 folder copied into the /Scenarios folder.

- Wippien VPN (virtual private network) program, which is free to download and relatively easy to install and set up. Just google "Wippien download". Ask me if you have trouble doing this, I will help guide you through the process, but most of it is straightforward. Basically this allows everyone who has it running and synched up to play online as though they were on the same LAN (We used to play with Hamachi VPN, but people started having trouble getting it to work so we abandoned it and switched to Wippien)

- (Not required, but ideal) Skype and a free account along with a headset (and webcam if you want), for open communication while we play.

- No dial-up connections, too much lag, must have broadband of some kind, at least DSL.

- A submitted schedule with a decent allotment of free 'windows' of time on a more or less regular and predictable basis, so that a compatibility window of gameplay time can be agreed upon and committed to week by week, as availabilities change. And hand in hand with this is required a generally agreeable and willful level of commitment to play and commit to agreed-upon play times. (Don't worry, all drawn up schedules will be flexible and reasonable, I have a life, a job and a girlfriend, among other things so most likely, just like you, I will only be able to play for a couple hours at a time a few times a week, at the most. In any case, schedules have to be agreed upon by everyone)

- Above all, the main requirements is honor. Players who are caught or detected cheating or trying to subvert the rules or quality of the game in any way will be ejected out of the group indefinitely. This cannot be tolerated even once due to certain specific 'honor rules' on which the core of the gameplay depends- especially as they pertain to simultaneous play- which require the willful and honest cooperation of all players involved. However, even without these additional rules it is always quite easy to cheat in regular Civ through the use of offline save files, hex editors, etc, so this pretty much goes without saying. Any player who suspects this is going on is to report it to everyone else, then we discuss it as a group to determine what is really going on and what to do about it.

____________________________________


I am forwarding this exact text as well as posting it in several forums/ sites to all potential players I find. If all of the above sounds intriguing and acceptable to you, then email me back and we'll talk. If not, I appreciate your time in at least reading this and considering it, but there are plenty out there willing to participate, believe me. We used to regularly host games exactly as described above with the maximum of 7 human players on the same game, many times. It's been a couple years since the last such full game (I've played a few smaller ones since then with one or two other players), since life has disrupted those old routines and playing groups, but I want to achieve that level of gameplay again as soon as possible. I don't mind playing games with less than 7 humans at first, but I am dead-set on building up a new group, hopefully consisting of many more than 7 players for variety, redundancy and group-reliability, and maybe even multiple games running concurrently.

The rewards are great, trust me- there is no other game that I know of more satisfying or challenging than civ MP with a full roster of skilled human opponents, nothing even comes close. There are still plenty of civ players out there fond of Civ 2 multiplayer, I just have to put in the investigation/ browsing/ networking time and effort to compile a good number of them into one group.

If you can recommend anybody besides yourself that may be interested, forward them this email (with the UNITS attachment included so they can see what you saw), and have them reply to aux.account1@gmail.com or link them to this site/ page. I am just contacting people by email at this point but if you want to talk on an IM service let me know, I think I still have AIM or ICQ or one of those, I just never turn it on.

In addition to emailing me directly also post your contact info below (as much as your privacy deems prudent of course) so that other players can interconnect more easily. Eventually as we reach a critical mass of serious-enough players we'll coalesce on to the best and most efficient means of communication (most likely an IM program of some kind, such as ICQ or Trillian, etc)

Thanks, and Civ on

- Dan
 

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  • UNITS.BMP
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For those of you who may have glanced at this thread and thought there's no activity here, that's only because I also posted the same thread at all the multiplayer sections of the forums (for Civs 2, 3, 4 and 5), as well as Apolyton, CivLeague, Civ Webring, Steam, Facebook, you name it, and people have been replying in various places. The more exposure the better.

I'm talking to at least 7-8 players mostly all through email who are serious about joining this group and playing regularly, and in other threads I have started conversations where I talk more about the game, based mostly on their inquiries/ concerns about it.

Here's the link to the thread at Civ 5, where alot of that info has been stirred up:

http://forums.civfanatics.com/showthread.php?t=412372

And here's a link to Civforum.de where some more activity is abuzz:

http://www.civforum.de/showthread.php?t=72877

So take note, take in the info, and take a stab at Civ 2.5!
(shameless self-advertiser :D)
 
I almost forgot...

I submitted the Civ 2.5 mod folder to the Civfanatics download center recently, but it's still being approved in their review process, and I don't know how long that typically takes... So in the meanwhile, I thought I would post it here. It's a pretty small file zipped up, but as any zombie will tell you, it's whats inside that counts the most...

There's a small ReadMe file once you unzip it that explains the rest. Enjoy

http://forums.civfanatics.com/attachment.php?attachmentid=283671&;d=1298491876
 
If you would like to see about adding additional graphics to your base mp mod stop in and say hi at the scenario league forums.
 
Nope, thanks though. Civ 2.5 is more graphically advanced than any other Civ 2 scenario available, I'b be willing to bet the farm on that claim. I spent a hefty load of hours over time making sure of that. You should take a look for yourself, the link to download is in the post just above yours.

What I do need is more MP players to join the group. At the moment I'm talking to about 7 other seriously interested players, but ideally I would prefer around 15-20 for more reliability group-wise.
 
:sad: Well I would disagree with you there, but then again beauty is in the eye of the beholder. Good luck.
 
Civ 2.5 is more graphically advanced than any other Civ 2 scenario available, I'b be willing to bet the farm on that claim.
Sorry mate, not even close. The most advanced Civ2 graphics have been made for the ToT engine (which superseded MGE). Its graphics are not hamstrung by a fixed 8-bit palette, of which only 192 colours are available. It is also capable of higher resolution unit icons (64 x 64 pixels), tribe colour masks, more variety in terrain graphics (3 columns), an additional city style, and animated units and terrain. Hold on to that farm.
 
Test of Time??

Funny that you're talking about an entirely different game. Because I'm talking about Civ 2 MGE, you know... the same game that this thread you're posting on is based on, and the same game that Civ 2.5 is based on :lol:

I think maybe, technically, in a way, by some definitions, ToT and CtP are considered Civ 2 also... and then again maybe not. I'm pretty confident that when you mention "Civ 2" to most hardcore Civers who have been around to play them all... they know exactly the game you're referring to, and which ones you're not ;)
 
What should be good, the potential argument brewing, or Civ 2.5?

I'd like to think you're talking about my mod, but I have a feeling you're not... :lol:
 
Funny that you're talking about an entirely different game. Because I'm talking about Civ 2 MGE, you know... the same game that this thread you're posting on is based on, and the same game that Civ 2.5 is based on :lol:
My mistake, I thought you were talking about Civ2.

Civ 2.5 is more graphically advanced than any other Civ 2 [MGE] scenario available, I'b be willing to bet the farm on that claim.
Even platform now, but your claim is not aided by the fact that the most recent artwork in your mod is a decade old. Your farm is still in trouble.

I think maybe, technically, in a way, by some definitions, ToT and CtP are considered Civ 2 also... and then again maybe not.
Except that CTP is a distinctly different game with different mechanics, created on a completely different engine by a different development company. Civilization II: Test of Time, on the other hand, is the last incarnation of Civ2 created by developer MicroProse. The standard game in ToT uses the same mechanics as the standard game in MGE. ToT is MGE with an enhanced graphics engine and additional scenario design features. Shame about their choice of art. The game files for all Civ2 versions (classic, CiC, FW, MGE and ToT) share the same structure, with each successive iteration adding bits along the way. Saved game files for all five versions even have the same header, just different ID numbers. Anyone who believes that ToT is not Civ2 simply hasn't examined the facts.

I'm pretty confident that when you mention "Civ 2" to most hardcore Civers who have been around to play them all... they know exactly the game you're referring to, and which ones you're not ;)
Try the Scenario League for size.

This should be good ;)
:lol: Done. You know I'm talking to a brick wall.
 
I don't want to start a flame war with your adamant, forum-dwelling self, but since you've compiled a paralegal dossier about it, I'll just say...

Please, in order to come to a common understanding on the issue, get out of your technical, scenario-club mindframe, for at least a second, and realize that nobody plays ToT multiplayer. Nobody really ever has in any great numbers. Why? because back in the 90's, everybody bought Civ 2 MGE. And then anybody who bought it after that went off the recomendation of those people that initially did. You could google it and post some ToT sales figures if you want, doesn't matter.

I played Civ 1 on my jr. high computers, bought and played Civ 2 regular, MGE, ToT, CtP, SMAC, SMAC:AX, Civ 3, PtW, Conquests, Civ 4 and... haven't bought 5 yet because I heard it sucks so I'm not dying to, but I will eventually. And I've created custom 'enhanced' versions for 3 separate of those games over the years, Civ 2 MGE, SMAC and Civ 3 Conquests.

Dude, I'm a Civ nerd too, obviously. But except for ToT nerds NOBODY PLAYS ToT. A good number of people still play MGE though.

"When they released..." and "Microprose came out with..." and "technically it was the last..." ...

Doesn't matter.

I've spoken, posted, written, played with, argued about, been friends (and even one or two enemies) with hundreds if not thousands of Civers over the years, and I can tell you...

...NEWSFLASH! EARTH TO ToT FANBOY: NOBODY THINKS OF ToT WHEN YOU MENTION CIV 2!! :crazyeye:

And for MGE, yes, my scenario is the graphical leader, even if I did borrow most of the drawings and create the rest myself, it still takes an artistic eye and a mountain of effort to put it all together. Not considering that the graphics is the *least of enhancements to 2.5, the gameplay and design changes are.

So you've said your piece, I said mine, we're not going to agree, but at least the other posters have read both and can form their own opinions if they want, I don't care that badly so I'm done too. Two brick walls don't make a house, apparently.

:thumbsup:
 
I can't help to post this. I wanted to stay neutral, grab the pop-corn and enjoy the fireworks as a lurker, but I can't help it. Simply can't.



Please, take some deep breaths. Calm down. This is definitely not how you're going to attract some players: In fact, I'm pretty sure this thread is going to get modded in a few if this keeps going the way it's currently going.


This is an Internet discussion about a 15-year old game. Please keep it civil: I've moved on to CivFanatics simply because I don't want to see flame wars anymore.
 
Actually, just since last weekend of posting this up (and in several other sites) I'm talking by email to about 11 players who have all already downloaded and started playing Civ 2.5 to get familiar with it before we launch the first games in this new MP group. Just yesterday I started sending out the updated Honor Code document, which I will also post here for anybody that is interested to take a look at how quality Civ 2 MP can be achieved.

So we're going strong, believe me, don't let the weird turn this thread took suggest otherwise...

And hey, even though you've "moved on", glad to see you still lurking around :)
 

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  • Civ 2.5 Honor Code.zip
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To go on in standard manner ;)

I can understand the opinion of Civ 2.5 that many people stay with MGE. I was at the same point a while ago. I thought MGE is top, why should i use something else for play. But in the end i did move on to Tot because it offered some more advanced capabilities. But you are right in the fact that most people still play MGE. I'll give this mod a shot, and are especially nosy about the simultanous play ability.

One thing to mention: you make your folder name in the civ 2 MGE directory "Civ 2.5". The dot in the folder name can cause problems with the game sometimes and corrupt the diplomat and spy actions. So i suggest you make the Folder name Civ 2_5 or Civ 25.

I know about the problems to make something good out of the 8 Bit palette ( The limitations can particularly be overcome by blurring ) but your choice in graphics is well balanced. Some of them i actually have never seen before. I invite you to take a look around at the Scenario League, cause i think the resources available there might be worth it to at least take a glimps of.
 
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