2vs2vs2vs2 is it possible?

crapshoot

Chieftain
Joined
May 4, 2012
Messages
1
Hi,

A group of eight of us are debating weather it is possible to play against each other in four teams of two (2vs2vs2vs2). After multiple attempts, it's seems pretty clear to me that it's not possible but others in the group are persistent. I for one would like to put this question to rest once and for all. Is it or is it not possible and is there a link someone could point me to? I've googled this question in many forms and found nothing on the subject. No specifics are to be found in the digital user manual either.

Thank you.
 
I play with crapshoot and we tried, for the first time, to do a 2v2v2v2 instead of a FFA. The problem we had is that the team available for the players was almost always 1 or 2, we couldn't get 4 different teams set up.

I was hosting so I tried to force teams before people joined the game but it didn't work all the time, there was players that had their team changed upon entering while others would be left with the team I had pick.

The whole behavior of the game concerning team seemed bugged to me rather than being impossible to do. I think their could be a workaround to get the 4 teams set up properly.

Edit : For the connections, we had some slowdown and rare disconnections while doing FFA. The problem is before the game is actually started.
 
No, there is no workaround that I can think of, because yes the team setup is borked in online multiplayer.

What you can do is simply define teams beforehand. Just have them play together as though they were a team.

Now if you want the map setup to comply, then I don't know what to do for you. I suppose you could set up the 4 corners map (which should place 2 players in each quadrant I believe), ask a 9th person to check the map in WorldBuilder, and assign the teams based on who is in the same quadrant.
 
We were able to get our 2v2v2v2 going with these steps :
Host (me) creates a game with the proper number of players, rules.
The host then pick the right civilizations for each team and set up everything with AI players as if they were humans.
Host starts the game and quit (that creates the initial save)
Host then load the initial save
Host must now invite each player in the order that shows up in the players screen of the loaded game (I personnally waited that each person I invited got in before inviting the next one).
Launch the game and enjoy!

One side effect is that the AI of the game will sadly be set to Chieftain as the humans replacing the AI will automatically be set to that level and can't be changed. So the host, unless he wants a more challenging game than the rest of the players, should set himself at Chieftain too (which I did for our game).

It promotes a little faster game and easier barbarians and city-states.

At least it works that way.
 
Interesting workaround. Note that the AIs are not technically on Chieftain, they are on a difficulty comparable to chieftain. They actually get some different stuff, though I don't remember what that is.
 
Back
Top Bottom