Civ4 Multiplayer Hands On Preview

Now, having huge stacks means your economy will take a hit, especially since units not inside your borders have higher support cost in Civ4.

(My Bold)

I like this! It simulates having to maintain a supply line in enemy territory without a complicated logistics system.

You know, I noticed the EXACT same thing, but just never got around to saying anything about it. You're right, of course, it does get us one step closer to a supply system. Now, if only allied cities, and your forts counted as 'your territory'-even outside your territory-then this would be pretty much perfect!!!

Yours,
Aussie_Lurker.
 
oldStatesman said:
Sorry if this has been discussed but it is new to me...

(My Bold)

I like this! It simulates having to maintain a supply line in enemy territory without a complicated logistics system. :goodjob:

I assume it will apply to SP games as well...I think this will also help offset the risk of having open borders and having the aI camp out a large stack in your territory.

Add me to the I like it crowd!

Thanks for the preview, it actually made me think of trying the MP out when I get my hands on the game. Looks like a lot of fun!
 
Great article, but i have one question...

It was said that you chose a specific MAP for the MP game. Is it still possible to choose random maps in MP? PLease say yes!
 
What I want to know is how robust the game seems to be. You mention the out of sync error, I hope they fixed all those before the final build. We all know Civ3 multiplayer is almost unplayable because of the crashes. Have you seen anything else that seems strange or unfinished?

The fact that Multiplayer has been in from the start is a great sign that things will be better this time, I trust Firaxis and really look forward to this amazing game.
 
Now, having huge stacks means your economy will take a hit, especially since units not inside your borders have higher support cost in Civ4.
I like how she just snuck that in there, innocent as could be...

oldStatesman said:
It simulates having to maintain a supply line in enemy territory without a complicated logistics system.
I hope it's as good in practice. It doesn't seem like it would incorporate distance as a factor in these increased costs, but appears to be a binary thing instead. I guess there's a sort of indirect cost to making your unit range far afield in that it would take longer for it to return home and reduce the cost, but whether that's as good or better....

Strejf said:
What I want to know is how robust the game seems to be. You mention the out of sync error, I hope they fixed all those before the final build.
That's not necessarily a bug. That is to say, it's not something they can necessarily fix or work around. They can certainly reduce the frequency and recover better when those problems do occur, but the Internet just isn't a reliable medium. Plus it's not nececessarily the Internet; maybe someone's on dial-up and their kid brother picked up a phone, or they had a power failure, or....
 
Great preview! I've never played multiplayer before but can't wait to try in CivIV.

Just one, probably naive, question, how do you find other players to join a multiplayer game?
 
@Thunderfall: As Ex Mudder also asked: Why does Timbuktu get 2 hammers in its center? Is it due to civics choise?

I am a little worried to see the SOD again. But I am guessing that it is because you opponent is playing poorly and not building catapults.

Aks K
 
Well Aks K, if it makes you feel anybetter, the guy is probably going slowly bankrupt trying to support that vast army beyond his own borders ;)!

Yours,
Aussie_Lurker.
 
robcheng said:
Nice CT, but you forgot to mention two of the most important changes!!! (hint: 6)

I like leaving a few surprises. :D
 
Awesome article Chieftess, nice pictures, nice descriptions without giving too much away! Got me even more excited! :goodjob: (If thats even possible). I've never played an online multiplayer game but if anything convinces me will probably be this! Though I'll still enjoy my usual hotseat games with friends,
 
As i understand it, you take a hit for having your troops outwith your borders. Does that mean you will still lose money if your units are in an ally's teritory?
 
Aussie_Lurker said:
@Thunderfall. The thing with collateral damage is why I think that ALL siege weapons-in a stack-should get 1 shot at the beginning (doing their collateral damage, if successful), then immediately wait out the rest of the fight UNLESS specifically targetted by the enemy OR deliberately sent in to fight.
So, does this mean then that siege weapons in a stack provide NO defensive fire-whatsoever-if that stack comes under attack?


Siege weapons main objective is to lower the city defenses. So we can assume they are aimed at the city. An attackiing unit would probably be under the trajectory path of the rocks or what ever missiles they used. The defenders would probably not be able to move, aim and fire at the attackers in time - as they were cumbersome weapons.

Now light artillery in the later eras is a different matter. :)


oldStatesman said:
I like this! It simulates having to maintain a supply line in enemy territory without a complicated logistics system. :goodjob:

I assume it will apply to SP games as well...I think this will also help offset the risk of having open borders and having the aI camp out a large stack in your territory.


I like it also. All these little snippets of info just make the game better and better.


If you have open borders with a civ I would assume you pay the normal cost as you can freely move through it's territory. Only paying the increased cost when at war and in the enemies territory.

As for the AI camping in your lands - it is no risk. If they declare war the units are moved to the nearest tile in their borders - I believe.
 
Hiya Chieftess. Not sure if you can-or will-answer this question, but I can't help but notice from the screenies that your culture setting is always 0%. So I am just curious as to how important this centrally-funded culture is when compared to the culture generated from buildings? I guess this leads to the broader question of 'just how DOES culture work in the game this time around?'

Yours,
Aussie_Lurker.
 
ComradeDavo said:
Nice job Cheiftess:goodjob:

One question - is it possiable to save multiplayer games, and continue them with same oppenants 2 days later, for example?

Yes,you can, this would be a major gameplay problem if you couldn't save and continue later.

CS
 
Thanks, Chieftess!! :goodjob:

Now I'll see about inciting an OT Civ4 multiplayer game... :mischief:
 
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