Please tell me about the online multiplayer experience.

A very good alternative to the regular online experience is to find a few friendly civ players on the forums and try to schedule longer games with about 5 players and a an equal number AI (which helps to mediate between the players by punishing deal breaking, among other things). We have had countless of the following going: epic, large tectonics, no tech trading, FFA.

They have been very enjoyable and popular, much thanks to the crazy people who sleep 2 hours in the night in order to make our scheduling work. A game usually takes 2-3 evenings and includes a lot of diplomacy, war mongering and deceit.

2 player games are brutal. You always have to be armed, but even with just 3 players you become very wary about attacking someone. You can be sure that the others see this as an excellent opportunity to either stab you in your back or to get economic advantages. On the whole they flow much like regular games, except that diplomacy is more interesting and important and the aggressive expansionist is more likely to get enemies. Trying to outwit human players is great fun :)
 
Online Multiplayer can be really frustrating. Too many people quit and the game is just much to long to play with anyold body, I would really like to set up a game for serious players to save and continue playing.
 
I have created a community called Civilization Multiplayer League which is exactly for coordination of online civ games. To participate you register on the page and can then sign up for a battle. This way you will know how many will be there - and they will know how long the game is estimated (e.g. 200 turns or 4 hours) - and it is possible to play several games where scores add up - or just play for fun.

Anyway, any person can register and ask to be given a league to administer. They can then setup individual multiplayer civ games and announce it to the members.

Right now I need to appoint admins of leagues, but if there is enough interest, I might make it possible for regular members to start up leagues without "permission".

However, the only way the community becomes a community, is when there is a lot of active players and league admins. Right now there is one admin - me. And there are 10-20 active players of approx. 70 members. So I need more to sign up and more to be admins :-)

By the way, if you only one to play a single game on the site, I can make a new league just for "non-league games" :-)

I hope you will check out the community at www.civmultiplayer.com
 
A very good alternative to the regular online experience is to find a few friendly civ players on the forums and try to schedule longer games with about 5 players and a an equal number AI (which helps to mediate between the players by punishing deal breaking, among other things). We have had countless of the following going: epic, large tectonics, no tech trading, FFA.

They have been very enjoyable and popular, much thanks to the crazy people who sleep 2 hours in the night in order to make our scheduling work. A game usually takes 2-3 evenings and includes a lot of diplomacy, war mongering and deceit.

THIS!!

I want to get in your group....

Sarge:diamond:
 
Multiplayer sounds good . . . unless there's too much warmongering. Also, Gamespy sucks and won't let me play. I lost my information and now I can't contact customer service BECAUSE of it!

WHY DOES FIRAXIS NEED TO HIRE THIS COMPANY TO MANAGE MULTIPLAYER??? THEY ****!

EDIT: Sorry if I sounded harsh there, I just need to get a new account.
 
Yesterday, I have played my very first MP match against random people. I think I can just add to this thread instead of starting a new one.

Some things I noticed:

Multiplayer with randoms people is very annoing. First thing that every leaves, usually people leave when you got one city from them.
That is so true. And, to my great surprise, this isn't even considered impolite by the community!

This is how it went:
Of course, I was suspicious and expected an early rush anytime. So I was relieved to see that the enemy warriors didn't go for my scouts on the first possibility. It wasn't a total war game. But then, one enemy had 2 warriors near my border - and as soon as one of my workers showed up, he sacked the worker, thereby declaring war on me. Some turns later, he got another worker (simultaneous turns makes protecting workers more difficult, beware!), but he didn't attempt to invade or anything.
Another neighbor was also in conflict with him. I asked him if we could team up, and he agreed, then apparently attacked our enemy right away.
Obviously, his rush failed, and then we had a disconnect - it was the player who just lost on his invasion attempt. I voted for "waiting for the player to come back", but immediately everyone jumped on me "psyclog, vote continue!"

So it was no big deal to the other players that somebody would disconnect without saying a word if something didn't go to well.

Anyway, we had two other disconnects by far-away players, both left without saying a word.

Meanwhile, I was dragged in this endless state of war with that worker-stealing neighbor. While I was initially leading in points, I had my entire economy focused on military. That state of war started in the age of bowmen and ended with grenadiers. I outperformed him in military production, but he had more experience in MP fights. That is a big issue! Enemy players will use any forests and forested hills to great effect: They can spy on your cities, threaten your supply lanes and make quick charges into the hinterland.
And I lost many battles due to being too slow in clicking. In critical moments, stack attack needs to be activated! It can mean the difference between taking an underdefended enemy city or losing against upgraded longbowmen.

Anyway, I eventually marched on his capital. He attacked my units fiercely, but I had more men. He then said something about having no hills and only desert. Then I conquered his capital, it was the first city he lost. Disconnect.

I asked the last remaining player if he could at least say something in case he should quit. It wasn't likely, since he had concentrated on development and wonders while I had been on total war for centuries. He was far ahead in score. I obviously knew my only chance was to attack him as soon as possible, which I did after teching for infantry.
He was a few turns away from infantry and had his borders cities poorly defended with outdated units. I razed a large border city. I was like "allright, now let's decide the outcome of this game once and for all >:) "
He wrote something in Spanish or so. Then another line in English "have fun getting crushed by the AI, :):):):):):):)". Disconnect.

For the record, I did continue playing by my own and got the score lead by the time I had modern armor. Technically, I won my first MP match. ;)



My questions:
1) What's with the turn timer? How much time do you have on blazing?
I think I had on maximum 2 minutes per turn. More often than not, I wouldn't be able to finish my turn in time, preventing me from moving all my units. These short turns were the biggest problem for me throughout the entire match. On crucial moments, like when you are besieging a city, you just need to take your time, but you can't. :)

2) I eventually had a disconnect myself when my connection broke for a second.
How could I have reconnected to the server?



I understand there are competitive games.
http://league.civplayers.com/

3) What happens if a play in a competitive game and everyone else quits? Do I win automatically, or do I have to keep playing against the AI?
 
My questions:
1) What's with the turn timer? How much time do you have on blazing?
I think I had on maximum 2 minutes per turn. More often than not, I wouldn't be able to finish my turn in time, preventing me from moving all my units. These short turns were the biggest problem for me throughout the entire match. On crucial moments, like when you are besieging a city, you just need to take your time, but you can't. :)
Simultaneous turn MP turns Civ from turn-based strategy into something like real-time strategy. In RTS, I have often thought that victory goes as much to the person who has mastered the keyboard shortcuts, unit grouping functions, and other efficiency measures as it goes to the better strategist or tactician. And connection speeds may matter too. As one who plays leisurely by the mouse, I don't even venture into simultaneous turns MP.

What I do like is pitboss MP, where you play one turn every 24 hours turn based. Plenty of time to think over each turn, plenty of time for detailed negotiations, and you actually get to know both your allies and opponents (typical to be enrolled is several games at once, so your ally in one game is your enemy in another). Ettiquete among the pitboss regulars is pretty high too, which is another advantage.

So pitboss is an MP alternative (games take a year plus to complete, so you have to be patient and dedicated) that might interest some of those who lament the rush or quitting in simultaneous turn MP.

dV
 
Come play at www.league.civplayers.com and you'll quickly find out that skill, game knowledge, and experience trumps fast fingers every time. It is a common misconception amongst people who are new to multiplayer that fast clicking is the key to success, when in reality, it matters very little, except in certain circumstances, but can almost always be avoided by strong play.
 
I am already registered at the ladders. Wouldn't want to play another game with quitters, rather lose against micro-management kings. :)

I have read some disturbing info on the boards about, in the end, it all comes down to who can squeeze the last bit of effectivity out of his workers and rush his start build even more. Someone mentioned something about somehow getting an extra turn out of a worker or so, didn't even know this trick existed.

Anyway, I will try it out. If my turns keep getting interrupted by the turn timer, I guess Civ4 MP ist simply too fast-paced for me (how ironic that would be, after years of playing various shooters and RTS games online...)
 
Come play at www.league.civplayers.com and you'll quickly find out that skill, game knowledge, and experience trumps fast fingers every time. It is a common misconception amongst people who are new to multiplayer that fast clicking is the key to success, when in reality, it matters very little, except in certain circumstances, but can almost always be avoided by strong play.
Are you saying this for Civ in particular, or RTS multiplayer in general?

I recall dabbling in MP for the Cossacks series briefly, where it seemed that the efficiency tricks were necessary (maybe not sufficient) for winning, and that the path to victory was to generate some pretty historically irrational play. Maybe Civ MP is different?

dV
 
Congratz on a nice win, astat..

Hmmmm.

How to survive in mp;

First make sure you can beat the AI at noble easily (tech trade disabled). If not able to, you lack game knowlegde, common sense, or both. Don't bother at higher difficulties, singleplayer is pretty boring compared to mp and you'll be playing at noble in mp for the most time anyway.

Get used to the speed. You'll get it eventually. Ignore players who complain about entering not soon enough. Say you need the time, and its blazing already. Get used to using shortkeys to do stuff. Always stay in control of your stuff, unless its irrelevant. (automating workers ~1500 AD is ok)

Learn from your losses. Ask your opponents how they did it. They will often glady tell you to show off their skills. Adept your playstyle. Try their strategies out. Joining teamers is a good way to check on someone else's style.

Learn again from your losses.

Browse this forum for extra tactics to use.

Learn again from your losses, and soon you'll be explaining to players yourself how you won.

^Thats how I've become one of the best in civ4 vanilla.

speak said:
Come play at www.league.civplayers.com and you'll quickly find out that skill, game knowledge, and experience trumps fast fingers every time. It is a common misconception amongst people who are new to multiplayer that fast clicking is the key to success, when in reality, it matters very little, except in certain circumstances, but can almost always be avoided by strong play.
Fast fingers = skill. Quick movers win in wars, but if you're good at building a civ you may offset that. However, to do well in civ mp you need both. Good skills in war and good skills in building. Take two equal players. One has quicker fingers, one has better civ building. If their civs spawn close, the war expert wins. If they are far from eachother, the building wins. You need both.


Basically, this process is all about getting to know the game and how to react at situations.

Note; someone in singleplayer who can beat deity is not necesarrily better than someone in multiplayer. The deity player learned to abuse the AI. Unfortunaly for them, human players react totally different to situations. You'll never see a human player build archers vs quecea for example. Well, "never"... who do that should be punished. Severely.
 
Thanks for the lengthy response.
I can play SP on emperor, but I figured MP would be different in a lot of aspects..

Major concern for fast-clicking is that lag. Every order needs a few tenths of a second to execute.
Guess that can get better with picking the right servers.

Oh and even though I've played quite some games, I still don't know the correct moves by heart. Often enough, I'd like to lean back for a minute and think about my next step. Not possible on MP. :)
 
Seriously, fast fingers is just one of many skills that come into play in a CIV mp game. If you are a stronger player in other areas (build up, tech, tactics, etc.) you can easily overcome fast moving. Furthermore, it is not rare to play an entire game without a single "fastmove" situation. Once you remove that crutch from your point of view, you will become a stronger player.
 
heh I have yet to find a suitable ladder game. If I get an open match with decent latency, it is always a competitive map (ring etc.). I hope some people do also play with less artificial setups, maybe inland sea..
I can understand how pros want it as balanced as possible, but this kills the point of the Civilization experience for me.
 
Seriously, fast fingers is just one of many skills that come into play in a CIV mp game. If you are a stronger player in other areas (build up, tech, tactics, etc.) you can easily overcome fast moving. Furthermore, it is not rare to play an entire game without a single "fastmove" situation. Once you remove that crutch from your point of view, you will become a stronger player.

If you're not gambling a fast move in the early game (getting that forest occupied in enemy country for example), you're not playing offensively enough imo. If you can keep pressure on your opponent then you have the space to expand freely yourself. If you let the pressure come to you, you've got much less breathing space. I'm mainly talking about always war-teamers by the way. Every extra little pressure on your opponent helps your game to be easier and makes sure your territory won't be disturbed so you can build up to perfection.

In FFAs fast moving has got much less influence, thats true.
 
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