Civilization 5 Steamworks questions/concerns for inclusion in the FAQ

Likely the CDs will install the game info, and then it will need to be registered with Steam in order to run - like ETW.

I am very opposed to this. While I recognize the publishers' need to have some form of DRM - the retail/Steam method defeats the purpose of purchasing a retail CD, for me at least.

I actually like Steam, and have purchased many games through it. It is convenient, leaves a small footprint, and works well, with some configuration. But I find it redundant and irritating that a retail CD purchase still involves a third party vendor. I would not even be opposed to an online activation, like the BF series. I just see no need for compulsory-Steam.:sad:
 
What information does Steam collect?

Do we have to lauch Steam EVERY time we play Civ 5?

Some of us like to buy the game from the box and collect it. In a sense of collecting. What's the point of using Steam to validate your copy when you already buy the retail version?

After the first activation, can we outight block any connection from Steam -> internet using Firewall to prevent them from sending our personal information to bad websites? If that's the case will Civ 5 still work?

Will Valve/Steam be able to use their anti-cheat when we are offline? If so any game altering form will make our account banned forever? Then how are we supposed to mod the game? This is contradicting with the designer's comment that we have extensive ability to mod. This is more like we can't mod the game at all.
 
Do we have to lauch Steam EVERY time we play Civ 5?

[...]

After the first activation, can we outight block any connection from Steam -> internet using Firewall to prevent them from sending our personal information to bad websites? If that's the case will Civ 5 still work?

Both a clear yes.
First question: Steam will automatically launch when Civ5 is started.
Second question: Steam has a mode called "offline mode" where no internet connection is requiered to start the game. After activating it you can block steam.


Edit: Welcome to CFC :).
 
As has been repeated again and again:

How will DLC effect the community, specifically: modding, GOTMs, and succession games?

In greater summation:
  • Does Firaxis/2K view the modding community as a financial asset (do they believe the civ4 mods in particular have helped drive sales)? Note this question is not asking if the firms believe modding to be an open ended assets, as the response will always be yes whether this is believe or not, the question is strictly about sales and direct economic impact.
  • Is it wise, economically speaking, to compete with fan made mods?
  • Will modders be locked out or otherwise forbidden/discouraged from producing work that is similar or identical to DLC? If so how will DLC be locked out (will the assets be encrypted or something), and what specific actions will Firaxis/2K take to limit modders from producing such content,and fans from using it?
  • How will DLC effect Multiplayer?
  • When civ4 was first announced John Shafer personally stated knowing C++ and being able to work with the dll would be a valuable tool for modders. Has this changed (will modders be limited to working with a scripting language and data entry only)?
  • What engine is being used to render the art?
  • For BtS Firaxis hired a particularly talented modder to code the AI. The AI for BtS is one of the most robust produced for a strategy game, even nearly 5 years after release. Specifically who is the lead developer for the AI in Civ5, and what other projects have they worked on in this field?
  • Is Firaxis/2K concerned that DLC will create a fractured community beyond modding; such as harming the ability for fans to play fair MP games, or more open ended succession and GOTM games? Since the response is corporate, we must assume it will be a "qualified no" regardless of reality. In that context: What specific steps is the development of Civ5 taking to aleviate the concerns about fracturing a unified code base for fans to use for community events?
 
Is Firaxis/2K concerned that DLC will create a fractured community beyond modding; such as harming the ability for fans to play fair MP games, or more open ended succession and GOTM games? Since the response is corporate, we must assume it will be a "qualified no" regardless of reality. In that context: What specific steps is the development of Civ5 taking to aleviate the concerns about fracturing a unified code base for fans to use for community events?
For the Civ3 GOTM, cracker actually created "equivalent" PTW civs to allow people without PTW to play the same game as those with it, if I recall correctly. Might be an option to do that in Civ5 (notwithstanding the point you raise about using the DLC or other artwork etc as the base for modding).

I am interested to know what happens if a DLC civ is used as a rival civ, rather than the player civ, or used by someone in an MP game playing against someone without the DLC. How does that work?
 
Hey Greg,

With the change to 1UPT, it seems logical that military units will cover alot more of our screen than they have before. Now as an empire builder - rather than warlord - I like seeing my territory, and everything in it. It's not that I don't also enjoy seeing my armies, but I'm hoping that there will be a way to make them more discrete, at times..say.. when they are not been used offensively.

I wouldn't want them to be invisible, rather I'd want them to take up a small ammount of the tile that they are on. Maybe with a tent or something to show that they're on "stand down" lol.

Have you guys thought of working in something like that discreteness as standard? Or as an option that can be activated? Or could you suggest it, for all us civilian types? ;)

Thanks
Jonny
 
It has been mentioned that Civilization 5 will make use of multiple cores. How is the game handling this regarding RAM usage? I am asking this, because I have used video editing tools that used multiple cores by running multiple processes (think; a program for AI, one for GFX, and so forth). This would eliminate the 32bit memory problem somewhat, if you dont plan to release a 64bit version.

Civilization 4 was a single process running on a 32bit layout, thus capping the memory at 4 GB (more like ~3GB though).

Even though Civilization 5 might be running 32bit, launching several processes for it's calculations could make use of more RAM in the end:
Base engine: up to 3GB.
AI: up to 3GB.
And so on...

FYI: I bolded the actual question, the rest is just to elaborate (I hope it isnt too confusing).
 
I am wondering for those who will be purchasing from a store.

Will the CD/DVD that is packaged with CIV5 in retail contain the game information to install, or if the disk will only contain the STEAM installer for them to install and download the files after purchase.

I'm intrested in this also. I want to go and buy a hard copy, but if it isn't the actual game, whats the point? I'd hate if it was only a steam install, but if it was, and had a good manual, Id still probably get it through a retail store.

And one more question....

Will there be a "real" manual, or just a weak one with a few pages of useless info?
 
I run a dual-hard drive setup with some of my most used programs on a solid state drive, and a second mechanical one for mass storage. Steam does not allow me to set where the files it downloads are sent to, therefore I have to keep it running on the much slower mass storage drive otherwise every item in its library would quickly fill up the limited SSD space.

Firstly, this means that I would suffer a performance penalty if I were to buy the digital version, so I would rather buy the disk. However, will Civ 5's installer allow me to choose the location where it installs the game, or will it be tied to a Steam folder? Obviously I'm expecting Civ 5 to be one of my most used games and would like to have it on the faster drive for improved performance, but there is no way that I can have Steam installed on that drive due to limited space.
 
There are ways to get it to install in another folder, though I haven't tried them. I just have one giant steam harddrive.
Just use symlinks.
 
If you are on Windows Vista or Windows 7, it is possible to have some Steam games stored on a different physical hard drive using "junction points." It's not an officially supported method, but it has worked in my personal experience.
 
If you are on Windows Vista or Windows 7, it is possible to have some Steam games stored on a different physical hard drive using "junction points." It's not an officially supported method, but it has worked in my personal experience.

Junctions are quite possibly one of the most fantastic things I've ever seen in a file system. They really do work extremely well, surprisingly so for such a non-standard thing to do.
 
Hey guys, many of the questions coming up don't have anything to do with the Steamworks integration.

I have heard these questions and I've written them down as things to address if possible in the future, but for the time being I'm trying to just get all of the concerns about Steamworks specifically.

I will say one thing about mods: Part of what I was hired for was to be a specialist on mods and the mod community. Firaxis and 2K care very much about the mod community and definitely want to do what they can do help it be as awesome as possible. And I will personally be helping make that happen. Any more details about the exact mod features and how it will work is not something I can discuss right now, but when the time comes I do not think you will be disappointed :)
 
Hey guys, many of the questions coming up don't have anything to do with the Steamworks integration.

I have heard these questions and I've written them down as things to address if possible in the future, but for the time being I'm trying to just get all of the concerns about Steamworks specifically.

I will say one thing about mods: Part of what I was hired for was to be a specialist on mods and the mod community. Firaxis and 2K care very much about the mod community and definitely want to do what they can do help it be as awesome as possible. And I will personally be helping make that happen. Any more details about the exact mod features and how it will work is not something I can discuss right now, but when the time comes I do not think you will be disappointed :)

Do you consider questions about DLC to be Steam related? I guess in reality they really don't have anything to do with each other, but many people associate them.
 
After researching further into Steam and the way SteamWorks affects the products into which it has been integrated I have a number of questions, I can't state them all clearly yet so I'll start with this one:

This question assumes 1) Civ5 will not be perfect when it goes Gold and 2) You intend to support the product by issuing patches to fix imperfections. :)

On Civ4 it was very common for certain types of Mod to be highly dependent not just on your version, i.e. vanilla/warlords/BTS but also on your patch level.

Given that Steam forces you, when running a game online, to update your game to the latest patch, how will this affect the mods available in your new online community hub.
It appears, if modding capabilities are to be as extensive as promised, as if any time a patch is released some/many/most (depending on implementation) of the mods available in the online mod hub would be instantly invalidated due to not working with the latest patch, as was the case with Civ4 when (e.g.) BTS3.19 was released.

Some examples of why I am concerned:
  • The Steam option 'No automatic updates' does not mean what many people think it does.
    What it actually means is don't download and install patches for a game unless I manually tell you to...which sounds fine until you realise that the act of running a game means you are, in Steam's eyes, ready to patch, at which point it will now, as I understand it, refuse to run the game, even if you try to go offline, until it has been patched.
  • I realise that one can, in theory, avoid updating to a new patch level by playing offline all the time, but...
    this solution is fraught with dangers and a poor solution for the average gamer. For example, staying offline means one can no longer access the new community hub features and easily acquire updates to mods. Most gamers will not understand the potential conflict issues between mods and patches and will normally be unfamiliar with the existing network of fan sites for acquiring/updating mods without connecting to Steam. These gamers (i.e most of them) will be going online to look for new mods and updates to their current mods, at which point they can get a patch that bricks some of their current favorite mods. This is a recipe for a customer relations disaster.
  • Even for gamers that are aware of the issues with mod/patch conflicts and intend to stay offline when playing Civ5...
    it is human nature to be forgetful and if they finish playing another online game and then later decide to play Civ it is inevitable that they will eventually accidentally start Civ with the Steam Client in online mode...at which point they are basically hosed because once a patch has been found there is no way to prevent it being applied and even reinstalling will not help because as part of the reinstall Steam will see there is a patch and insist it is installed before the game can be run. Again this has the potential for many unhappy customers.
There are many legitimate, community related reasons for avoiding automated update of a turn-based strategy game, more-so than almost any other type of game. Games of Civ can take weeks, months in the case of PBEM games, and a forced update in the middle of such a game, could brick the mod being used, throw PBEM play into confusion (as some get updated and some do not), fracture the community as some update and some do not etc, etc.

Hopefully these examples give you some idea of the scenarios it is important to address in your FAQ related to this question, this is not an issue just for the hardcore CivFanatics but also for the casual gamers who may be put off the use of mods (which I understood was to be encouraged by Civ5) completely if these issues have not been addressed in the released game.

Note: This question overlaps significantly with the area of DLC.
I realise DLC is not announced for Civ5 per se, but consider this a preemptive hint at the issues it could cause. For example DLC could have the same impact on mods as patches if the DLC necessitates changes in gameplay code, XML schemas or LUA scripts.
Also I assume DLC will require going online to purchase and download (doh!) which means uptake of DLC could be affected by gamers who would like the DLC not being able to get it because of the chain reaction:
Want DLC => Must install patch => brick my favourite mod => :mad: customer.​
and, just as importantly to you guys
Want DLC => Must install patch => Can't use patch since it would brick my favourite mod/ruin my current game => Lost DLC revenue => :( all round.​
I'm pretty sure some of these questions have been asked already in far briefer and more succinct ways...but the discovery of the actual workings of the 'No automatic updates' option was an eye-opener to me and was what prompted me to ask this question in my own way.

Hopefully your answer is, don't worry we have planned for all of these. We have designed/coded Civ5 and integrated with Steam in such a way that they do not occur. If not, I hope your FAQ can give us some guidance as to how you do plan to address them.

I cannot stress strongly enough that if Civ5 behaves as Civ4 did in this area then given the wider visibility of mods and the potential impact of patches (+DLC?) on any currently installed mods the likelihood of significant customer dissatisfaction is high.
 
Edit: This is in response to Chalks:

Unfortunately not. If there is a question about how the Steam-specific implementation of the pre-order bonus DLC will work, I can probably get an answer, but questions about DLC in general are outside the scope of this FAQ.

But those questions are not going unnoticed! I will get the answers for them eventually, and you can rest assured that I will let you know as soon as I do.
 
What is your favorite seafood?

and

Will it be in civ 5?

finally, do you think everyone should just relax and wait until the game's release before they get the vapors??
 
What is your favorite seafood?

Does sushi count? I don't think so, because that's more a way of preparing various types of seafood, and in fact doesn't even need to have seafood at all! But I still want to say sushi because I love sushi.

finally, do you think everyone should just relax and wait until the game's release before they get the vapors??

I personally think that getting super excited about a game before it's release is awesome! I mean I wouldn't have taken this job if I wasn't passionate about it.

And I also think it's entirely understandable for people to be concerned, especially when there is a lot of people giving conflicting information and the correct answers and hard or impossible to find. That's why I'm doing my best here to clear it up. :)
 
Although I'm using Steam, for the sake of those who will be experiencing Steam for the first time:

1. How will users unlock their exclusive "Cradle of Civilization" Map Pack?
1.1. When and where does this map pack appears?

2. (assuming that the game's release date has officially been announced) When will users be able to activate their copy of Civ V?

3. Do customers need to download or install any other 3rd party program besides Steam to authenticate or install or play Civ V?

4. How do I view all registered extras (map packs) associated with my Steam account?
 
How big will the CIV5 download be? (I know that it is prob not decided yet, but the follow up question is more relevant :))
Can we download CIV5 before the releasedate so that we can play on the relsease day not just start downloading it then?
 
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