1upt, simultaneous turns -> Awesome!

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Emperor
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Aug 23, 2007
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I love both of them.

Simultaneous turns:
It is very fun punishing opp when he is just trying to move workers and settlers around, or sneaking onto a tile immediately before he does so he attacks you and dies. I love racing to attack my enemy before he attacks me. What can I say, I am an ex-starcraft player, and by god my ghost will shoot yours first !

1upt:
Combined with zone of control, simply excellent. Forming a battle line, slowly advancing, exploiting opponent troop clog w/ cannons, all is very fun to do. Holding off 20 samurai rush because they are trying to attack vs crossbowmen in mountain passes, simply beautiful :)
 
it's crap

you can't even escort a civilian/general without leaving it exposed for some time
 
Sure you can. If you click very fast and order both at almost the same time, both will move at almost the same time, after the game processes your instructions.

Starcraft players have 300+ apm (actions per minute) at all times. With just the mouse, they likely have 200apm. This means if you try hard you should be able to select 2 units and tell each to move to a given square (4 instructions total) in about a second.
 
Sure you can. If you click very fast and order both at almost the same time, both will move at almost the same time, after the game processes your instructions.

Exactly.

Proof of the general demise of Civilization as a strategy game and its conversion into a click-fest.
 
Well it is simultaneous turns, usually with a timer. The time component creates tension and excitement.

So Civ5 is a fun combination between temporary instances of tension and excitement when fighting a war vs a player, and relaxed long-term planning and joy of creation when not fighting a war, or fighting a war vs ai.
 
if the netcode was developed by competent people it would be about clicking fast

but it isn't. there's random lag and freezing and slowdown so even fast clicking isn't enough

don't compare to starcraft. you can select multiple units. it has no 1 upt. battles are determined over the course of several seconds, not 1 game cycle. and it has decent netcode.
 
starcraft absolutely has 1upt, just small tiles. you will notice the starcraft ai makes goliath's and dragoons "********" when they try to get past eachother, because of the 1upt rule
 
Civ isn't a game that should be played in real time, period.

If I wanted to play a real time RTS, then I would play a real time RTS.

This also just so happens to be way I refuse to play a Lan game with my friend in Civ 5 until we get the option of playing according to the conventional turn based rules again.
 
I personally do not like RTS games. I need the time to deliberate - maybe I'm a slow thinker. :p
 
I think you are tro...er.. posting something inflammatory just to get attention. My sarcasm meter is, quite literally, off the chart. I shall have to make a new chart to plot it on, and that chart will have to be vast indeed.
 
I'm not seeing the sarcasm. I must be missing something... I'm detecting a lot of snark on my part, but no sarcasm.

EDIT: Lemme clarify. Civ4 multiplayer, on simultaneous turns, suffers from almost all the same problems as Civ5 multiplayer on simultaneous turns. So if the Richardo's "demise of Civilization as a strategy game" due to a conversion to click-fests began anywhere, it was at Civ4.
 
civ4 at least had a 8 second delay between when you could consecutively move a stack. it's not much, but it was often enough to stop double moving effectively

civ5 has nothing of the sort
 
I agree with Biz. I continue to think they must add a delay for units moves right before next turn. It's somewhat balanced in civ4. Slow computers have a chance to win wars. Not in civ5.
 
The best approach would be just to play consecutive turns instead of simultaneous.
 
I am old, I do not like twitch games very much with a very few exceptions and they are old too.
I was looking forward to 1 upt Civ MP...
Timed consecutive turns would be the best.
 
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