Moderator Action: Enough about trolling and the like. Back to the topic please.
Moderator Action: Enough about trolling and the like. Back to the topic please.
Those who complain about simultaneous turns simply haven't gotten used to it.
It's still a turn based game where you get to take your time making decisions. In an FFA combat is a very small portion of the game unless you're playing with complete idiots who like to go to war in an FFA.
In a duel or teamer it is mainly a war game.

You take one game out of context and assume I play the same way all the time.
There is no reason why the simultaneous players would have to wait for all the sequential players to finish their turns before starting their own, and only having turns last two turn timers' worth of time instead of three is huge for people who want to finish games the day they are started.
Why don't you play sequential then?
a lot of peacetime clickspamming can still take place: founding pantheons, founding religions, getting first or second ideology, sending up spaceship parts, grabbing an ancient ruins before someone else, blocking someone's units with your scouts, etc.
The main problem with hybrid mode is that it does not work properly for its intended audience: turn times simply take too long with the current hybrid mode for the simultaneous mode players who it was meant for.
This is also why I believe that Hybrid mode's "fix" lies in fiddling with turn timers: if you can get game lengths down to a reasonable time, it will be worth it for simultaneous players.
Likewise, if all possible issues of peacetime clickspam advantage are fixed (very easy for things like first religion, very difficult for things like stealing ruins), it will be worth it for sequential players.
Yes to be honest in a game like this sequential turns would probably be better than hybrid imo. In a 1v1 scenario there is probably going to be perma-war so it wouldn't make a difference
Shorter turns are shorter turns: it doesn't matter if you want to finish a game in a day or over the course of a week, shorter turns mean you get to fit more turns into whatever fixed timeframe you have.This is true. That said, you're also making the mistake of assuming everyone is trying to finish the games the day they are started. I often have several games running with multiple combinations of friends that we play an hour or two of when we can.
Yes, sequential definitely could be fairer if turn order was not constant (eg. via randomization or a round robin system).Well, to point out the obvious, on sequential the "tie" would *always* go to the host (or lowest numbered player among the people getting the tie). Worst case scenario the non-host players at least have a *chance* at this stuff. So it's actually fairer in that sense.
I'd argue it does fundamentally change both the religion aspect and the ideology aspect.The times where you actually get a tie like that also only happen a few times a game at most and sometimes never happen. It doesn't doesn't fundamentally change how you play the religion aspect, ideology aspect, science victory aspect, etc -- while simultaneous warfare completely changes several things.
I can see that, Hybrid is serviceable, after all. It definitely is not as good as it should be, though, and I wager that there are a lot more people who prefer simultaneous over hybrid or sequential over hybrid than there are people who prefer hybrid the most.I know many people who are perfectly happy with Hybrid but who don't want purely Sequential and hate Simultaneous. People who never posted on this forum, mind you.
Turn timers are a rough representation of how long turns take. What I meant to say was that having one extra person take their turn sequentially when they could be taking it simultaneously with other players increases the time between turns unnecessarily, so getting turn times, "turn timers", down is the way to improve Hybrid for what I perceive as the intended audience of players who would play simultaneous over sequential.How do turn timers matter here? There's no advantage to waiting out the turn timer on Hybrid, might as well get everything done as fast as possible.
Randomizer works, but is unpredictable and gives players the chance to double move over others. Round robin would also work, doesn't allow for double moves, and is predictable, but is a bit harder to program and lengthens game turns: turn order shifts after each turn, with the first move player getting a chance to move their units after everyone else to make sure nobody gets to double move on him when he shifts to last move the next turn (movement points don't regenerate, they just get a chance to move units who still have movement points when the turn was ended).How would you fix that without making people very, very concerned with lobby position or whatever? Internally flip a coin on a given turn "sequence" to determine who is allowed to pick the pantheon or whatever in case of a tie? How would that work for ideologies given that you can still pick them on the same turn (unlike a pantheon)?
I just don't know if that's reasonably fixable without doing something like allowing multiple people to have the same pantheon/religious beliefs (potentially only if chosen on the same turn) or same number of bonus of ideology beliefs (if chosen on the same turn).
Q: Do you have anything to speed up multiplayer play? Turn-based games can take forever.
A: We use what we call "simultaneous planning, sequential execution." So you can queue up all your orders, from colony management to research direction, ideological choices to fleet movement, and they'll execute as soon as your turn comes up and you hit the button. Crucially, you always have a chance to re-evaluate the situation before any of your orders are carried out.
You can also set options when you create a game to have research, production, etc. happen at a faster pace.
I've started work on improving Hybrid mode. It currently works like this.
player 1, and 2 not at war, player 3 and player 4 at war, player 5 and player 6 at war.
Player 1 and 2 play simel turn. Then player 3 sequential, player 4 seq, player 5 seq, player 6 seq.
Instead I am trying to make it go..
Player 1, 2, 3, and 5 Simel
Player 4 and player 6 Simel.
GalCiv3 does not have 1UPT or ZOC, which is why it can do this. In Civ5, a single enemy unit moving one tile to the left might completely screw up your units' pathing.
I'd argue it does fundamentally change both the religion aspect and the ideology aspect.
Being forced to speed through your religion and ideology decisions changes the way those decisions are made, therefore they fundamentally change how you play those aspects. For example, a player doesn't have time to think through whether Tithe is really worth it to them more than Church Property or Initiation Rites, both in terms of gold and in terms denying opponents Tithe.
I can see that, Hybrid is serviceable, after all. It definitely is not as good as it should be, though, and I wager that there are a lot more people who prefer simultaneous over hybrid or sequential over hybrid than there are people who prefer hybrid the most.
What I meant to say was that having one extra person take their turn sequentially when they could be taking it simultaneously with other players increases the time between turns unnecessarily, so getting turn times, "turn timers", down is the way to improve Hybrid for what I perceive as the intended audience of players who would play simultaneous over sequential.
Ideologies, pantheons, and religions would all work by only triggering for the next player in the turn order. To make sure people don't abuse first religion by choosing it at the last second with a turn timer, the turn timer would be pushed back by the time it took the previous player to found religion/pantheon/ideology each time the next player is given the chance to found their religion/pantheon/ideology.
Now I just play simultaneous with a gentleman's agreement that the aggressor moves all their military units first, says "done" and then the defender moves theirs. All the advantages of simultaneous and sequential at the same time.

You can anticipate ideologies the turn before, but you given the random nature of prophet spawns, you cannot really anticipate whether you'll get a prophet the next turn.
The ties I've had are usually first, second pantheon, first religion, and second religion. Let's not forget ruins steals, either.
My question was that if people are so concerned about same turning someone in combat that they would never play Simultaneous, would they not be concerned enough about same turning in general to wish to avoid Hybrid as well?
As for competing over lobby slots, a Round Robin system like the one I mentioned could alleviate that:
Well, if Firaxis decides to implement it then maybe it could be used. I'm not holding my breath, though.
I reckon that the military stuff is about a hundred times more important than people grabbing pantheons/ideologies/ruins... but you could easily resolve those with a coin toss. I've done that for ruins before.
Why wait for Firaxis when the game's source code comes with the SDK?
I dont think this is true. Getting a strong pantheon can define your game (any of the extra faith generating pantheons spring to mind).
Additionally, getting an ideology first can give you a significant advantage, as a free policy (or two) can be huge if you aren't generating much culture or if cultural heritage sites hasn't been passed (or if you don't have many wonders).
Finally, ruins usually don't make a huge difference, but they can make a big difference if you get a good ruin early (for example getting writing free and rushing GL, or getting enough free gold to buy a natural wonder, etc).
I dont think this is true. Getting a strong pantheon can define your game (any of the extra faith generating pantheons spring to mind). Additionally, getting an ideology first can give you a significant advantage, as a free policy (or two) can be huge if you aren't generating much culture or if cultural heritage sites hasn't been passed (or if you don't have many wonders). Finally, ruins usually don't make a huge difference, but they can make a big difference if you get a good ruin early (for example getting writing free and rushing GL, or getting enough free gold to buy a natural wonder, etc).
No special launcher is needed, just a special way to package the mod. Currently, multiplayer mods work by disguising themselves as official DLC, so players enable or disable the mod by enabling or disabling it in the DLC menu. The gain for Round Robin is definitely worth the effort for players who want to rely on a fair version of turn orders, be they sequential mode, hybrid mode during war (certain players will always have first move over other players), or simultaneous mode's same-turning of wonders. The gain for the resolving of pantheon, religion, and ideology ties would probably improve the players' mental state more than it would improve the game (the threat of being same-turned on pantheon or religion can be as big of a detriment as an actual same-turning), but it's still something.It would become a multiplayer mod that would have to be launched with the special launcher at a minimum, no? Plus the whole question of whether the gain is even worth the effort.
No need to go for the same wanted pantheon, just first or second pantheon. You can get enough faith from meeting a religious CS first or from faith ruins to nab first pantheon, but not second pantheon. Getting first pantheon this way also means you don't have to build Shrines, you can get to faith generation immediately without spending 8-10 turns on a shrine. When it comes to faith pantheons, they are more effective when unlocked earlier, so two people don't need to desire the same pantheon for one of them to get screwed by the other one clicking faster.Which is going beyond "tied for pantheon" to "tied for pantheon AND wanted same pantheon"...which is even rarer.
Oxford into Radio begs to differ: in 6-player games on Quick, I've seen plenty of cases where two people got their ideologies on the same turn (roughly one case every 4-5 games). It's definitely not common, but I wouldn't call it rare either. Since there are usually at least two ideologies that are good for a certain endgame strategy though, ideology ties don't sting as much as pantheon or religion ties.You'd lose exactly one social policy and that's only if you both go the same ideology...and the times that you have "tied" ideologies is already really rare.
Stealing a population ruins from under another player's scout saves you about 10 turns of growth. Stealing a tech ruins from under another player's scout can save you about 12 turns of science. Stealing a culture ruins from under another player's scout usually means having a roughly 12 turn lead on culture that they will have to make up with wonders. Stealing a faith ruins usually means you get first or second pantheon instantly while the other player does not. Granted, these are not huge bonuses, but they are still significant bonuses, especially when they start rolling into other bonuses (culture ruins and faith ruins roll into faster policies and faster pantheons/religions respectively). If you're still not convinced, consider meeting a CS on the same turn as same-turning a ruins: the player who clicks first gets the bigger bonus, which can mean the difference between first pantheon without shrines and second pantheon with shrines for religious CS.Where you start and what terrain is around you (plus your Civ) are all going to massively affect things more than those.