Fixing MP - a gentleman's agreement

Crdnl Richelieu

Warlord
Joined
Sep 21, 2005
Messages
138
I realise there is another thread on the same lines, but I tend to play Civ with 1 or 2 friends in the same room - sometimes with the AI, sometimes without.

MP works fine until those all important battles. My laptop is as slow as a week in the jail so I always lose a "clickfest".

Currently, if we go to war with each other, the player who declared war is the first one to move all their guys and attack. It removes the "double move" problem, but it means that the person who declared war has an advantage. This wouldn't be a problem but it means you're really better declaring war on them the moment you meet (which leads to another clickfest!).

Another way we could do it would be to take it in turns to go first for each unit.

But can any of you guys think of the fairest way to get round this problem?
 
position your units clever so u dont have to rely on fastmoves - its really easy ...


It's not that easy, but yeah sometimes i gives cities's orders first before moving my units! I keep an eye on insta-heals.
 
I've been trying to formulate rules, as well. Usually I say the defender gets the choice as to turn order. Defender chooses the move first negates attacker advantage, so if you want to beat someone up you really have to plan for it.

Something else to think as well (I've been munching on this idea, but haven't tested it out): Each player makes all their moves without attacking, then they make all their attacks in an alternating fashion. After that, they all get to make moves again (so cavalry can retreat or you can take advantage of holes you punched in line), then attack again, and so on until everyone's used up all their action points.
 
I realise there is another thread on the same lines, but I tend to play Civ with 1 or 2 friends in the same room - sometimes with the AI, sometimes without.

MP works fine until those all important battles. My laptop is as slow as a week in the jail so I always lose a "clickfest".

Currently, if we go to war with each other, the player who declared war is the first one to move all their guys and attack. It removes the "double move" problem, but it means that the person who declared war has an advantage. This wouldn't be a problem but it means you're really better declaring war on them the moment you meet (which leads to another clickfest!).

Another way we could do it would be to take it in turns to go first for each unit.

But can any of you guys think of the fairest way to get round this problem?

I am in line with tommys thinking on this. The fairest way, is to be extra alert to your situations. Have a units in areas that are so affected by moves you dont expect. Wait until others finish their turn to move settlers, etc. The game is designed for simultaneous moves in multiplayer now, it is what it is at this point, so its time to adapt.
 
dont see the point of all this "I dont like mp cause of sim turns" anyway, warfare is much more realistic and intuitive with sim turn as with nonsim ones as in sp.

With sim turn I f.e. got the option to retreat a wounded unit which got attacked before it dies or am able to take a captured worker back, this feels just way more "real" and fun then going away for 5 min from pc till other dude did his stuff and suddenly 5 units of yours disappeared
 
I'd say the problem in Civ5 is not sim turns, but the fact that the 1UPT model makes unit management more difficult than in Civ3 or Civ4. What we need is small stacks, say of only 3-4 max, that would blend the advantages of the hex tile system, with the strength's of sim turns.

CS
 
Currently, if we go to war with each other, the player who declared war is the first one to move all their guys and attack.

This is exactly how my friends and I play. It takes some discipline, but it matches the style of the single-player game much better. For me, Civ is the most fun when it's turn-based. The simultaneous turns are just a convenience to save time while managing your civ. Combat, on the other hand, is just easier to plan for and follow with turns.
 
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