Civilization 5 Multiplayer Preview

Azazell

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I found this article on this site http://www.shacknews.com/onearticle.x/65494

Yesterday, I got to play around 2 hours of Civilization V multiplayer against three human opponents and while the game ended early due to some crashing, it was generally a good experience, though I have some concerns. Civ V will support simultaneous-turn multiplayer out of the box, though other multiplayer modes will be added later.

In general, the simultaneous turns system works well, but as the game progresses it will begin to take longer and longer for each player's computer to process turns. Throw networking into the mix and you're looking at a lot of added time in between turns as the player count increases. If you can deal with that, you'll likely have a good time, but games even on the quickest settings will take many hours to complete.

Each player begins with around 40 seconds to take their turn, but this will increase as the game goes on. I wasn't the one hosting the game, but I hope there are options to tweak this clock as it can get a bit confusing to try and do everything you want to in a turn later on in the game, especially when you start dealing with barbarians and city-states. Hopefully, additional multiplayer modes that don't rely on simultaneous turns are in the works.

The interface is further streamlined from the already wonderful single-player UI. You'll have quick access to diplomacy options within a fold-able menu, without the need for fully rendered leader screens. Combat isn't animated and will quickly resolve. My concerns come from players interacting with each other simultaneously. The host of the game will process turns in the order his or her computer receives them. That means players that click first get to act first. It could get a bit tricky, especially during late game battles that rely on multiple units mixing ranged and melee combat.

There was also an issue of turns ending automatically if no moveable units were left, despite having potential actions in city management, diplomacy, or any other non-unit systems. I'm told that this will be addressed by launch, however. If it isn't, players will have to utilize a workaround by keeping one unit active until all of his or her actions are complete. Very annoying.

The simultaneous system should create some exciting moments, but it could all fall apart during large battles. I can easily see honor rules being created amongst friends to take turns during wars to ensure the combat plays out fairly for each player and not for the one with the fastest mouse hand. This multiplayer mode is probably best used in cooperative games against AI opponents, honestly.

Civilization V will be released on September 21 for the PC. It uses Steamworks and can be pre-ordered in both regular and deluxe editions. These impressions are from a non-final build of the game.
 
In general, the simultaneous turns system works well, but as the game progresses it will begin to take longer and longer for each player's computer to process turns. Throw networking into the mix and you're looking at a lot of added time in between turns as the player count increases. If you can deal with that, you'll likely have a good time, but games even on the quickest settings will take many hours to complete.
That is only to be expected with turn based game.
 
...while the game ended early due to some crashing

It's the umpteenth time we can read that. Mmm.
 
That's a really confusing article. I honestly can't tell whether or not Civ 5 simultaneous turns work exactly like Civ 4's or if it's some system where players take full turns and then submit them to the host, just at the same time (somehow).
 
"Combat isn't animated and will quickly resolve. "
I am probably in the minority here since I play more mp Civ than sp, but I really want to have the option to watch animated combat. Why shouldn't I be able to see the fun stuff!? :)
 
The more I hear about non-PBEM types, the more I hope PBEM is in there. It will be the only multiplayer type worth playing.
 
"Combat isn't animated and will quickly resolve. "
I am probably in the minority here since I play more mp Civ than sp, but I really want to have the option to watch animated combat. Why shouldn't I be able to see the fun stuff!? :)

the host probably turned off combat animations.
 
The more I hear about non-PBEM types, the more I hope PBEM is in there. It will be the only multiplayer type worth playing.

I second this. My friends live in strange time zones, I work crazy shifts, and if I want to play with time stress, I'll fire up StarCraft. I want to be able to think things through.
 
Hmm I hope a few of the things he mentions here are optional, like the turn timer. I'd also like to hear some more details about game chat. Does Civ V support voice chat through Steam? I've been told that voice chat is one of Steam's features, so if that's correct it doesn't sound like it would be a hard thing to incorporate. Of course I've never played on Steam so my information may be way off.
 
Hopefully you can play MP games to the end. In Civ4 we often had the out of synch issue, with official gamespy lobby or what it is or fake-lan connection didnt make much of a difference. Disabling random events didn't make a difference either. Hope problems like this wont occur with the new engine.

Simultaneous rounds have their good sides, but also lots of bad of course. I join in though that I don't really get what the initial poster says.
A tactical fight with a simultaneous system like in Civ4 will be almost impossible though. I just hope they do it right.
Did I understand it right, that a real turn based mode is not available in the beginning?
A nice feature would be if you could start a turn based game and during the game switch the mode, for example if two players start a war against each other.
 
They've realy been keeping silent on the multiplayer so I guess it was the last thing getting polished.

I plan on playing a few single player game before going online, so they should have some time to fix a few thing before I go in... but I hope they make it right, it's a very important aspect of the game for me.

The more option the better...
 
Oh, OH! What happens if the timer ends and you have two units in the same hex? Inquiring minds are hard at work in thinking how the game can be broken.

This is what I have been harping at all along!! What happens then?!?!?!????
 
Shacknews put their article up too early, so I'd imagine that's why it's gone now. You should see many articles on multiplayer over the next few days, starting at 10AM PST tomorrow. :)

Also, sounds like the guy at Shacknews hasn't even played a multiplayer game of Civ4 in his life. It's as if simu-turns are completely new to him. :P
 
That is only to be expected with turn based game.

Yes the reviewer is definitely not a MP player from Civ4 or Civ3, if he thinks processing turn data takes time, what does he think having separate turns for each player will do to the length of a game? :-/

While I'm happy to see a MP article I certainly hope they get better than this one.

CS
 
That's a really confusing article. I honestly can't tell whether or not Civ 5 simultaneous turns work exactly like Civ 4's or if it's some system where players take full turns and then submit them to the host, just at the same time (somehow).

That would not make any sense, it would end up being just like turn based MP, I have no doubt that Civ5 simu turns will work exactly like Civ4 or Civ3 simu turns.

The only question I have is did they put the 8 sec double move unit timers from Civ4 in? Because to me that is a needed modification to make simu combat less of a click fest at the start of a turn.

CS
 
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