Possible idea of how civ 5 multiplayer could be fixed

Narnia

Prince
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Nov 19, 2009
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I was thinking about how civ5 multiplayer could be improved and I was thinking, what would happen if there were rounds. These rounds would progress as shown bellow:
Peace part: all players take their turn simultaneousness. Declarations of war, peace, trades, etc can only be made during this time. Declarations of war and peace, however, take place at the beginning of the next round. Other than the part about declaring war and peace and when the player is at war, this time is identical to how multiplayer currently is.
War part: Turn based. The only things the player is allowed during this time is to move units. Each player gets x number of minutes to take their turn and then it is the next player's turn. Only players that are currently at war enter the phase. Players that are at war cannot move units during the peace phase, they have to wait for the war phase.

These settings could be changed by the players/host. For example, you can have it always simutionious which would be just like it is now, you could have it be hybrid turns (shown above), or you could have individual turns (obviously turns are taken one at a time. Basically the war round expanded so all actions are taken during this time. Also, declarations of war and peace will again be instantaneousness). This will allow for PBEM games (individual turns) and hotseat (individual turns) while also improving the current multiplayer experience.

Would this work well? What kind of problems would this present? Any questions or suggestions for improvements?
 
This will keep most of the time advantages to simultaneousness turns while allowing for most of the tactical advantages that are currently only present in single player to now be present in multiplayer. Many of the complaints I've heard are about the problems that simultaneousness turns cause during war time (that are not a problem during peace time) and this will fix them.
Declarations of war and peace taking place at the beginning of the next turn will prevent a player from moving and then declaring war right away to give their units a second move.
 
I don't know if it would be any different than turn-based for many of us. I tend to always be at war, whether I'm attacking or not. There's no reason not to be at war with someone that you consider an enemy if they also consider you an enemy.

Peace just gives them a few more options (stealing your CS, potentially worker stealing, not getting shot for being near your cities)
 
I think this can be done. Just get a bunch of trusted players who accept the rules and don't put a turn timer. Have fun!
 
Haha that's a good point Tabarnak, just pre-arrange "Player A always goes first in war" and do it during simultaneous turns, with discussion during game of who is allowed to go if necessary.
 
Haha that's a good point Tabarnak, just pre-arrange "Player A always goes first in war" and do it during simultaneous turns, with discussion during game of who is allowed to go if necessary.

The rule for our games is that whoever declared war moves before their enemy in each turn. Players who aren't involved in the war continue as normal.
 
The rule for our games is that whoever declared war moves before their enemy in each turn. Players who aren't involved in the war continue as normal.

Yeah, this is even more necessary in naval combat. Without this rule, I just sit there for about 150 seconds staring at my ships, waiting for my opponent to attack. The moment he brings up a ship, I instantly sink it before it can shoot.
 
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